clicking on a wall
Re: clicking on a wall
It doesn't matter what textures or maps you assign in Blender, the only things that get exported are the object hierarchy and transforms and the mesh data. It only exports the names of the materials.
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: clicking on a wall
Oh, i see...
And what in case of plobjectbwith different textures?
For example a tree with a texture for the bark and one fol leaves...
Should i make a unique texture with defined UV or make 2 different object one for the body and one for the leaves and mixing them in the editor?
Or maybe there is an easier solution...
[...]
All those moments will be lost in time, like tears in rain.
Time to die.
All those moments will be lost in time, like tears in rain.
Time to die.
Re: clicking on a wall
16 materials per object (Blender), just have one per textured region. The important thing is the unique material names; it doesn't matter at all what those materials are in Blender, the game will use the defined materials with those names.KhrougH wrote: ↑Mon Nov 05, 2018 6:37 pm And what in case of plobjectbwith different textures?
For example a tree with a texture for the bark and one fol leaves...
Should i make a unique texture with defined UV or make 2 different object one for the body and one for the leaves and mixing them in the editor?
Or maybe there is an easier solution...
Be aware that monsters with more than one material are incompatible with the frost bombs/frozen effect. The engine doesn't restore their materials properly; and it's why some of monsters are immune to frost.
Re: clicking on a wall
Let me see if i understood:
Material and textures are not the same thing. So in blender we "define" material, but on LoG2, in a lua file under the name of "defineMaterial", we define textures.
Do i have to call texture files with the same name of materials in blender?
And than if i have an object with 2 parts and 2 materials... How can i define both of them in a luafl file?
[...]
All those moments will be lost in time, like tears in rain.
Time to die.
All those moments will be lost in time, like tears in rain.
Time to die.
Re: clicking on a wall
If you have a section of the exported model assigned to use "brick_wall" material, then in the game, the model will be textured with the "brick_wall" material —if defined in the game.
In Blender, there are materials that can comprise many textures (used to various effects), but all contribute to the material's appearance. Blender doesn't export any of it to LoG models... just the name. If a material with the exported name exists in the game, it is what will be used on the model.
_____
Of Blender materials: https://en.wikibooks.org/wiki/Blender_3 ... d_Textures
In Blender, there are materials that can comprise many textures (used to various effects), but all contribute to the material's appearance. Blender doesn't export any of it to LoG models... just the name. If a material with the exported name exists in the game, it is what will be used on the model.
_____
Of Blender materials: https://en.wikibooks.org/wiki/Blender_3 ... d_Textures