Feral Heart
Help & Guidance => Game Help => Topic started by: Sephalovable on April 11, 2014, 07:22:26 pm
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As the title suggests, when I am converting World of Warcraft Machinima Studio world models (stuff like rocks and signs) using Blender with these plugins/tutorials: http://onelittlecorner.proboards.com/thread/5 (http://onelittlecorner.proboards.com/thread/5) I am unable to get the material file to display textures on the models.
Here is what I do: First I go into Blender and import a .obj file from my exported Machinima Studio files
(http://i484.photobucket.com/albums/rr208/ferociouskay1/1_zpsdb894226.jpg) (http://s484.photobucket.com/user/ferociouskay1/media/1_zpsdb894226.jpg.html)
Then after merging meshes with Ctrl + J I go to export and click Export as Ogre file
(http://i484.photobucket.com/albums/rr208/ferociouskay1/2_zps78bcff4e.jpg) (http://s484.photobucket.com/user/ferociouskay1/media/2_zps78bcff4e.jpg.html)
This is what my menu looks like.
(http://i484.photobucket.com/albums/rr208/ferociouskay1/3_zpsc260c0bb.jpg) (http://s484.photobucket.com/user/ferociouskay1/media/3_zpsc260c0bb.jpg.html)
And this is what happens in game
(http://i484.photobucket.com/albums/rr208/ferociouskay1/4_zps1bf90937.jpg) (http://s484.photobucket.com/user/ferociouskay1/media/4_zps1bf90937.jpg.html)
What do I need to fix?
The following code is what Blender gives me when it exports models, specifically the one I am using now which is the Forsaken Banner:
// forsakenbanner.alpha_Material.001 genrated by blender2ogre 0.6.0
material forsakenbanner.alpha_Material.001
{
receive_shadows on
technique
{
pass forsakenbanner.alpha_Material.001
{
ambient 0.0 0.0 0.0 1.0
diffuse 0.0 0.0 0.0 1.0
specular 0.0 0.0 0.0 1.0 0.25
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture forsakenbanner.alpha.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
Please please help! I have been looking all over for tutorials or something to help with this and I have found nothing.
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Try cutting out the lines ambient, diffuse, specular, and emissive in your material file. Cut them rather than just deleting them so you can put back if it doesn't help. Although, I'm almost positive that's the problem. From what I understand, ambient, diffuse, specular, and emissive are how the object receives light. It seems like it is reading the texture, or else it would appear white instead of black, it's just the lighting coding in the material that's making it black. Taking ambient, diffuse, specular, and emissive out of your material will cause the object's lighting become default like all the other objects in FH.
If your object appears white AFTER removing ambient, diffuse, specular, and emissive, try renaming your texture and take out the "." inside forsakenbanner.alpha.