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Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 5:12 pm
by hyteria
you have to create your material in the material lua script before
dunno if this can help but in case :
http://grimwiki.net/wiki/Model_Retexturing_Tutorial
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 7:45 pm
by BuzzJ
okay, i created my material into the custom dungeon's material.lua folder according to that tutorial, allong with the .dds files in the right place
defineMaterial{
name = "CaptiveWall001",
diffuseMap = "mod_assets\textures\CaptiveWall001Diffuse.tga",
specularMap = "mod_assets\textures\CaptiveWall001Spec.tga",
normalMap = "\mod_assets\textures\CaptiveWall001Normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}
however, adding materials.lua into the material slot of GMT doesn't seem to get it to work...
I could really use some help, but until then I'll keep looking and see what I can do. Sorry for being so dense, as I feel like I am just around the corner of understanding this.
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 7:51 pm
by BuzzJ
Sorry, I figured it out!
In the materials tab, point diffuse to your diffuse.dds in the textures folder, then type the name as it is in the materials.lua
wow, i feel dumb; that's actually very straightforward.
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 7:55 pm
by hyteria
most important it s that it work no ? )
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 7:55 pm
by BuzzJ
Unfortunately, now Grimrock Dungeon editor hits me with this error code when trying to open the dungeon:
mod_assets/scripts/materials.lua:7: invalid escape sequence near '"mod_assetsextures'
no clue what this refers to, but i'll keep fiddling
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 8:00 pm
by hyteria
"mod_assetsextures ????
you mean mod_assetsTextures no? maybee you miss a T
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 8:01 pm
by Arachnid
If this is your code i can see 1 thing wrong:
normalMap = "\mod_assets
It should be without that backslash at the beginning.
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 8:07 pm
by BuzzJ
yeah, that was really the error code: heres a screen:
changed the code to this (notice change in slashes)
defineMaterial{
name = "CaptiveWall001",
diffuseMap = "mod_assets/textures/CaptiveWall001Diffuse.tga",
specularMap = "mod_assets/textures/CaptiveWall001Spec.tga",
normalMap = "mod_assets/textures/CaptiveWall001Normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}
fixed the error code and editor opens the file. Now checking to see if I can pull up the wall...
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 8:11 pm
by BuzzJ
Okay! the dungeon editor doesn't display it, BUT... BUT! I do know whats going on now.
Assigning materials is only half the battle! now I need to add in information into some OTHER .lua script in order to make the model a wall. I'll post updates when I figure it out.
Re: [Models] Captivated by Captive
Posted: Mon Jan 14, 2013 8:13 pm
by hyteria
you really have to follow this tutorial , this is really simple and do ALL step by step
http://grimwiki.net/wiki/Model_Retexturing_Tutorial
after created material you have to create the object