(07-22-2014, 11:00 AM)Mudbill Wrote: It might be quicker to look at the .mat files instead of the .dae files since they contain less. The .ent file tells which model file to use (dae), the .mat file says which texture file to use (dds), the .dae file tells which texture is used too, but I don't think it's used, because it uses the original texture file, whereas Amnesia filters those textures through material files. I'm assuming the .msh file tells the game which mat file to use for each model.
In my opinion, a .msh is a shorter/optimized version of a .dae that some (if not all) Amnesia tools generate for themselves.
So sometimes you have to delete these to force the tools to load the .dae again and generate an updated .msh with correct coordinates for the model.
This happens with AMFP models when you don't delete the .msh, the model gets a weird angle/shape.
Look again inside the .dae between the tags
<library_images> <library_images> the .mat for each texture must be there. Forget about the path and extension.
For Amnesia, this:
<init_from>file:///E:/lux/redist/static_objects/debris/rock/stones_small_med_large_brown.dds</init_from>
Equals this:
stones_small_med_large_brown.mat
image_name + .mat
Look again, maybe you missed it.