Author Topic: UV mapping / Blender exporting with textures  (Read 2413 times)

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
UV mapping / Blender exporting with textures
« on: April 23, 2012, 07:48:10 pm »
If I UV map an object in blender with a png file, and I export everything to get a .mesh and a .blend, do I still also need to put the .png file somewhere in particular in order to work correctly? Although the program will register the material, it will not register the .mat file, the picture will not show up even if it is under feralheart/media/textures

Offline .::Silver::.

  • Experienced Traveler
  • **
  • Posts: 245
  • Floof-O-Meter: 8
  • I think I watched too much SD...
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #1 on: April 23, 2012, 08:44:33 pm »
Have you tried putting in the .png file? Or does that not work either to register the .mat file? If you haven't tried doing so you should. I'm not very well at the blending stuff but I always try to help :3

Offline Tigg

  • Immortal Legend
  • *****
  • Posts: I am a geek!!
  • Country: at
  • Floof-O-Meter: 0
  • Your right hand on 3D-Meshes
    • t-i-g-g
    • channel/UCKuFJTwBJf94Tq07oVBNMrA
    • 76561198118876593
    • TiggDarkfury
    • View Profile
    • Isla Thanatos Gameserver
Re: UV mapping / Blender exporting with textures
« Reply #2 on: April 23, 2012, 08:57:49 pm »
You will still need the texture, the material and the mesh.
Blender does create a BASIC material. There is no proper code inside in it or the name of your texture. You will have to write the code manually for the mesh.

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #3 on: April 23, 2012, 09:34:31 pm »
Do you know what sort of code I would add to the .mat file?

Offline Ingredient

  • ~Dead men tell no tales~
  • Ancient Silver Mane
  • *****
  • Posts: 3,662
  • Country: 00
  • Floof-O-Meter: 366
    • Ingredient91
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #4 on: April 24, 2012, 10:37:14 am »
You can copy and paste a code from another .mat into yours. I do it sometimes though the material doesnt always show automatically sometimes, well most of the time.
Will be inactive due to work and exams.

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #5 on: April 24, 2012, 09:55:28 pm »
Copying the code over using my .png's file name did NOT work. The other solutions suggested I didn't understand, or they did not apply to my situation. Does it make a difference that I UV-mapped it not just randomly wanted to add a picture over the whole model after I converted it?

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #6 on: April 29, 2012, 09:24:58 pm »
I also tried placing the image in the materials and the textures and the models folder and it still doesn't work.

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #7 on: April 29, 2012, 09:32:30 pm »
This is an example code I found... would I take out the coordinate because it is already uv-mapped, or would I have to figure out what number to write in there? Also, is it really important where in the code this goes?

texture_unit
         {
            texture fbodyMask1.png
            tex_coord_set 0
         }
         texture_unit

Offline littlepinksprite

  • Dedicated Supporter
  • ***
  • Posts: 301
  • Country: 00
  • Floof-O-Meter: 5
    • View Profile
Re: UV mapping / Blender exporting with textures
« Reply #8 on: April 30, 2012, 02:46:30 pm »
It works now... I took out the "  texture_unit" at the end and the "tex_coord_set 0" line, and it knew automatically where to put the texture. What I did wrong that I did not realize is that I did not write "texture" before I wrote my file name. Thanks to everyone who helped me out on this!