Multiple Materials slots showing up in Toolkit

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LordGarth
Posts: 500
Joined: Mon Jun 18, 2012 5:07 pm
Location: Colorado USA

Multiple Materials slots showing up in Toolkit

Post by LordGarth »

Hello all,

I have a monster I am working on in blender and it has 4 material slots. One for the body, head and 1 for each eye.

Only one material slots is showing up in the grimrock toolkit.

How do I make all slots show up in the toolkit.

Thx,

LordGarth
Dungeon Master and DOOM will live forever.
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LordYig
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Re: Multiple Materials slots showing up in Toolkit

Post by LordYig »

LordGarth wrote:I have a monster I am working on in blender and it has 4 material slots. One for the body, head and 1 for each eye.
Only one material slots is showing up in the grimrock toolkit.
How do I make all slots show up in the toolkit.
You have several ways of doing this.
You can split your model in different object in blender and export all objects as one file.
But for an animated monster, I believe you can't do this without affecting the animation.

In a single object you could also group polygons as an "Element", this kind of subgroup in an object are usually automatically created when you merge two object together. Each object is an "element" of the new merged object. Each element can have a different texture so when exported such an object should have two material entries in the GMT. This works with 3DS Max but I am not sure if this is the case for blender as well...

Another alternative with a single object is to configure your material in blender to have separate IDs, each id being one texture file with its associated settings. Then you affect one id to a group of polygons depending on the texture you want to show up. I do not use blender so I can't explain this to you exactly with details but this is the theory.
For this kind of problem in 3ds Max you use a material named "Multi sub-object material" but I do not know if an equivalent material definition exists in blender.

This is just what can be done in 3DS Max, It should also be doable in blender but I do not know how...
Hopefully someone using blender can explain a working solution to you.
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Skuggasveinn
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Re: Multiple Materials slots showing up in Toolkit

Post by Skuggasveinn »

In blender you need to have a seperate objects for every sagment.
That means that the body is an object, the head is another object and the eyes are objects. (take a look at the statues from LoG, the wall behind them is an object, the base is another object and finally the statue is its own object.

Export the model with "objects as obj groups"
Image

then every object should show up as different node segment inside GMT

Hope that helps

Skuggasveinn.

-- edit , suggestions from LordYig are good, but like he says, if you are going to animate this monster you can't use what I just told you, its only valid for static objects since you will loose all rigging and weight information when you export to obj.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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LordGarth
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Location: Colorado USA

Re: Multiple Materials slots showing up in Toolkit

Post by LordGarth »

It will be animated as it is a monster. and I need to know what to do exactly in blender.

One monster I started with a cylinder and a sphere on top. I need a material slot for the sphere and one for the cylinder.

I have a monster that is just a cone and there is no problem because i need just a material for the cone.

LG
Dungeon Master and DOOM will live forever.
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