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[MDL ED] Texture shows up fine in model editor but not in game - Printable Version

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+---- Thread: [MDL ED] Texture shows up fine in model editor but not in game (/thread-20708.html)



Texture shows up fine in model editor but not in game - richm0nkey - 03-11-2013

So what I did was take the original padlock and move a few polygons to make the pad lock look as if it was unlocked. I then proceeded to import it into the model editor where I added the normal padlock texture/material to my pad lock model, added user variables etc etc.

The texture shows up in the model editor but not in the game nor in the map editor. Yes the entity does exist because when I place it in the map editor I can select where I placed it and its wire frame will show up.

Also I have noticed if I deselect the padlock's mesh in the model editor then re-select the mesh; the material I defined for it is empty in the in the box used for defining materials but the texture remains. Same thing happens when I close and re-open the model editor.

Here are some screens I took to shed more light on my situation...

The entity appearing in the map editor with missing textures
http://imgur.com/wVKSFHJ,A6iMmMe

The entity appearing in the model editor with flawless textures
http://imgur.com/wVKSFHJ,A6iMmMe#1

Help Angel


RE: Texture shows up fine in model editor but not in game - The chaser - 03-11-2013

NEVER choose the material from the ModelEditor. You MUST have everything related to your model like this:

Padlock.dds
Padlock_nrm.dds
Padlock_spec.dds
Padlock.dae
Padlock.ent
Padlock.msh (It gets generated automatically)
Padlock.mat

Or simplier: Just export the .dae to the original game padlock FOLDER. Then, make the .ent. Simple as that.


RE: Texture shows up fine in model editor but not in game - Rapture - 03-11-2013

Umm, what difference is their if I use a "png" or a "dds" for the file format for the diff/norm/spec maps? I can understand jpeg can't store transparency values or other formats might be to large.


RE: Texture shows up fine in model editor but not in game - The chaser - 03-11-2013

(03-11-2013, 04:15 PM)Rapture Wrote: Umm, what difference is their if I use a "png" or a "dds" for the file format for the diff/norm/spec maps? I can understand jpeg can't store transparency values or other formats might be to large.

The .dds files allow to make Mipmaps. These increas performance when in-game:

When you are near, very near, the game loads the biggest texture. When you go far, as not that much quality is needed, the game loads a smaller pic that looks the same but that is good for performance.

Man, you have given me the solution for a problem.


RE: Texture shows up fine in model editor but not in game - richm0nkey - 03-11-2013

(03-11-2013, 02:21 PM)The chaser Wrote: NEVER choose the material from the ModelEditor. You MUST have everything related to your model like this:

Padlock.dds
Padlock_nrm.dds
Padlock_spec.dds
Padlock.dae
Padlock.ent
Padlock.msh (It gets generated automatically)
Padlock.mat

Or simplier: Just export the .dae to the original game padlock FOLDER. Then, make the .ent. Simple as that.

Does that mean that I can copy the

Padlock.dds
Padlock_nrm.dds
Padlock_spec.dds
Padlock.dae
Padlock.ent
Padlock.msh
Padlock.mat

Into the padlocks folder and rename the copied files to

Padlock_unlocked.dds
Padlock_unlocked_nrm.dds
Padlock_unlocked_spec.dds
Padlock_unlocked.dae
Padlock_unlocked.ent
Padlock_unlocked.msh
Padlock_unlocked.mat

and that should work?

EDIT: Instead of the normal .dae I use the unlocked .dae


RE: Texture shows up fine in model editor but not in game - WALP - 03-11-2013

Like Chaser said the DDS improves performance, but another important thing is that when you are using a high-res texture on an object that does not occupy enough enough pixels on the screen for the entire image to be displayed, you will get an odd noisy like effect when moving around because the engine will keep swapping the pixels since it cant decide which from the high res should be displayed on the few pixels it has available.

If you check off the mip-map animation in the material editor and zoom in and out you can see this effect clearly.

Also its not just the mesh that will be created automatically the mat too. If you have not created a mat then the model viewer will create one automatically and name it after the texture that was assigned to the collada when you exported it(unless you changed the texture with notepad++ or simular).


RE: Texture shows up fine in model editor but not in game - richm0nkey - 03-11-2013

Oh OK I see now thanks Big Grin


RE: Texture shows up fine in model editor but not in game - Statyk - 03-11-2013

http://www.frictionalgames.com/forum/thread-19868.html

Scroll down to "Common Level Problems" and the second Q/A will give you your solution.