Can i use more 1 channel for base material

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alividerci
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Can i use more 1 channel for base material

Post by alividerci »

Is it work?
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maxi031
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Re: Can i use more 1 channel for base material

Post by maxi031 »

What?
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO
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adamkooo2
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Re: Can i use more 1 channel for base material

Post by adamkooo2 »

I think it's not possible :|
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wooloo
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Re: Can i use more 1 channel for base material

Post by wooloo »

Sorry, it's really hard to understand you. What kind of channel do you mean? And what exactly do you mean with "is it work"?
If you want a good answer try to explain better what your problem is.
orbiting around maniaplanet
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TMarc
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Re: Can i use more 1 channel for base material

Post by TMarc »

probably alividerci wants to use two different textures or different materials together,
like more complex materials from Nadeo.
some more description of what is intended would be indeed better for the understanding.
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Electron
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Re: Can i use more 1 channel for base material

Post by Electron »

It's possible to define multiple materials using different models (TDSN, TDSNI, ...).

In the following screenshot of a Blender project you can see a second material for the illuminated areas of an UFO object. This ensures that there is a sharp transition between the illum rings and the main body of the item. And the creation of the illum texture is much easier.

Image

This is the correspondent MeshParams.xml:

Code: Select all

<MeshParams Scale="1.0" MeshType="Static" Collection="Common">
  <Materials>
    <Material Name="_TDSN_UFO_Metal" Model="TDSN" BaseTexture="Texture\UFO" PhysicsId="Metal"/>
    <Material Name="_TDSNI_UFO_Metal" Model="TDSNI" BaseTexture="Texture\UFO" PhysicsId="Metal"/>
  </Materials>
  <Textures MaxSize="2048" HqDds="true"/>
</MeshParams>
I hope my answer fits to your question...
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alividerci
Posts: 363
Joined: 11 Feb 2012, 07:03

Re: Can i use more 1 channel for base material

Post by alividerci »

TMarc wrote:probably alividerci wants to use two different textures or different materials together,
like more complex materials from Nadeo.
some more description of what is intended would be indeed better for the understanding.
its simple example what i said http://forums.3dtotal.com/attachment.ph ... 1242248373
if so can to do, say me how???
And will be cool using mask for textures with blending modes how in photoshop
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alividerci
Posts: 363
Joined: 11 Feb 2012, 07:03

Re: Can i use more 1 channel for base material

Post by alividerci »

Electron wrote:It's possible to define multiple materials using different models (TDSN, TDSNI, ...).

In the following screenshot of a Blender project you can see a second material for the illuminated areas of an UFO object. This ensures that there is a sharp transition between the illum rings and the main body of the item. And the creation of the illum texture is much easier.

Image

This is the correspondent MeshParams.xml:

Code: Select all

<MeshParams Scale="1.0" MeshType="Static" Collection="Common">
  <Materials>
    <Material Name="_TDSN_UFO_Metal" Model="TDSN" BaseTexture="Texture\UFO" PhysicsId="Metal"/>
    <Material Name="_TDSNI_UFO_Metal" Model="TDSNI" BaseTexture="Texture\UFO" PhysicsId="Metal"/>
  </Materials>
  <Textures MaxSize="2048" HqDds="true"/>
</MeshParams>
I hope my answer fits to your question...
hmm, i hard to understand you because i use 3ds max, and in 3ds max i can use multi/sub-object material and it works but main minus multi/sub-object its sharp edges between polygons...i use tile texture for high quality objects
P.S How i know in 3ds max i must assign material for object or group polygons(polygons IDs) in other case nadeo exporter say me: AHTUNG I DONT SEE MATERIALS :roflol:
P.S2 I understood your example same such as multi/sub-object material
P.S3 I want other look at my post under your
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maxi031
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Re: Can i use more 1 channel for base material

Post by maxi031 »

If you want good answer you need to form good question, I am now guessing what you meant by that sentence that has no actual meaning.
Well i am going to guess what your question was.
If it means can i use more channels than 1 for base material than the answer is no. Only 1 channel can be used for base material. What you can do is create separate objects in scene and give an each one unique uv channel for base material than export them as 1 object.

If question is can you overlap 2 textures on 1 base material than the answer is no again. But you can use 2 objects to achieve this:
On fist picture Object 1 is normal TDSN material and object 2 is TDOSN material with alpha.
Image

Than put object 2 in front of 1 just make sure they are not too close since that will cause flicker in game:
Image

Export it as 1 object and it will look like this in game:
Image
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO
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alividerci
Posts: 363
Joined: 11 Feb 2012, 07:03

Re: Can i use more 1 channel for base material

Post by alividerci »

it's tricks have name - decal, you suggest me use decals...i think about it... but did tou see my screenshot? I want to use something like that...it's not possible? Can i use blending mods for decals?
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