OK, got it to paint. For some reason Texture 3 (the multiplied lightmap) is being flipped on its V axis. Fixed this by adding texscale (1,-1,1); to the MTL, then pressing Reset Materials. Nice feature. Is there a hotkey to toggle fullscreen? Mouse is stuck within the window (for good reason I see). Maybe a hotkey to toggle…
in the Shader there is a note about using texcoords like <font class="small">Code:</font><hr /><pre> Texture{ .. texcoord 1; # would use UV channel : 2 of max, default is 0 > 1 in max .. } </pre><hr /> about the scaling thing, I will just use texture matrix for both tiles individually, but not for emissive and mask, it is…
Thanks Fordy, that worked. Bug 1. Yes, the TGA is flipped (vertically) in the preview window. It is a 24bit uncompressed TGA saved by XNView. Another couple bugs, minor things I can work around... Bug 2. I've assigned a Multi/Sub-Object material to the terrain. Two IDs, each with an empty diffuse Bitmap, one named…
If we had per-map texcoord adjustment, like your shader does, I could remove that extra UV. But we don't yet so I'm stuck with this goofy workaround. Terrain is divided into tiles. The detail diffusemaps/normalmaps have to tile evenly across the surface, so neighboring tiles will be seamless. The multiply colormap and the…
I wrote a mini tutorial on how to get the shader done and also some 3dsmax export related stuff you will find it here http://luxinia.de/forum/viewtopic.php?p=463#463 did a testrun with a setup you wanted. (no lightmap applied hence full white). To answer the question from the other thread: to get luxinias modelviewer…
the painting is extremley rudimentary, the uv coord is taken from the 3d model, then the brush is blitted in 2d on top of the flat texture (no projective texturing). It doesnt wrap so when you paint at the edges of the texture, it wont influence the opposite edge. the shader system allows a some hardcoded options, but also…