Anyone know a good way of doing that? Doom 3 doesn't seem to have the option to take the diffuse color from the VCs (the whole colormap parameter is undocumented...) and my LWOs (even after fixing with Deep Exploration) crash ORB. The ASE exporter for Blender seems to no longer exist and I'm not sure ORB would take those without crashing, anyway (OBJ with MTL crashes ORB, LWO crashes ORB... Awful program!).
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Should work fine.
But yep, MoP's right, no 3dsmax here, I'm using Blender.
But I wouldn't know how to go about this if you don't have Sub-D capabilities.
Of course Blender does SubD, hell, even Milkshape does!
Eric: Melody doesn't seem to support vertex colors.
2. Apply tex map to high rez.
3. Use raytracing normal mapping tool to grab colour off of high rez surface.
Not sure if Max can do all those things, but from what I gathered above, it seems like it can be done. I just put a few of the unrelated stuff above for this solution. Hope it works.
So you absolutely need a ray-caster.
ORB crashes when you feed it files... have you tried contacting the authors? I often find that small software devs like these are quite responsive to requests. I've gotten all kinds of cool new features just by asking nicely.
That's how Kaldera got started, and now we use it almost exclusively for our normal maps & height maps.
Might be worth a shot.
Also you could contact NVIDIA about Melody, they have tool guys devoted almost exclusively to improving their tools, based on user feedback.
I'll try to get some UVs on the model and see if I can convince Doom 3 to use texture colors (it can do material colors but I'm not sure about textures). Problem is the radio-baked mesh is really messy (radiosity does that) so I might need to do a radiosity transfer... Oh joy, 100k polies are going to take FOREVER...
If that fails I can still contact NVidia.