(08-10-2011, 12:02 PM)plutomaniac Wrote: For the 0,0,0 thing, fix the model in the ModelEditor and create a .ent file. In general, you can delete the .msh files since they are useless. Well, if the textures cannot be seen in ModelEditor it seems like the .dae file is searching for the textures in the wrong place. Go to Documents\HPL2 and see ModelEditor.log. It should show some Texture not found warnings. If I am correct then that can be fixed in blender hopefully.
Textures are working in ModelEditor, actually, it's just the level editor that doesn't show them. ModelEditor only has a problem with setting meshes to origin, and when I combine the meshes in Blender they all fail to render in ModelEditor apart from the "joined to" mesh (i.e. the one selected in Blender when the Join function is used).
(08-10-2011, 04:10 PM)Endlvl Wrote: My last post was an educated guess looking further into it we can assume that ur model.dae and texture aare working so by order of elimination its the mat file or the entity file. If all the files are placed in one folder in the entities>>category (I'm assuming that's what u ment by base directory) u shud open up the dae in notepad and find the initialize file for me it was set to a file I had on my desktop but even after I delelted said file it functioned because the name matched the end of the initialize file (/init) if the model editor opens it correclty but overlaps them try moving them manually or combining them in blender. Once the ent is exported correctly then I'm faairly certain it shud work as long as all are in one place
I'll try both. The .ent solution should work, but the model is supposed to be for a static object (direct from .dae) so I hope the "combine in Blender" solution has better success this time than last.
Development:
Using built-in Amnesia textures (tiledfloor under the castlebase category) works fine. Apparently the only thing I'm doing wrong has to do with the textures. I'll see what I can figure out and report back.
Success! Well, sort of. I got the static_object version of a test cube to render properly in the editor. Apparently the trick is just to include the texture in the same folder as the .dae rather than calling a texture from another folder. Trying to call the static_object texture from an identical entity (in the entities folder) does not work.
Hopefully this concludes my difficulties. Hopefully.