Page 1 of 2

Can i use more 1 channel for base material

Posted: 01 Sep 2015, 13:24
by alividerci
Is it work?

Re: Can i use more 1 channel for base material

Posted: 01 Sep 2015, 16:58
by maxi031
What?

Re: Can i use more 1 channel for base material

Posted: 01 Sep 2015, 18:31
by adamkooo2
I think it's not possible :|

Re: Can i use more 1 channel for base material

Posted: 01 Sep 2015, 23:18
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.

Re: Can i use more 1 channel for base material

Posted: 01 Sep 2015, 23:23
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.

Re: Can i use more 1 channel for base material

Posted: 02 Sep 2015, 00:22
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...

Re: Can i use more 1 channel for base material

Posted: 02 Sep 2015, 07:42
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

Re: Can i use more 1 channel for base material

Posted: 02 Sep 2015, 08:02
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

Re: Can i use more 1 channel for base material

Posted: 02 Sep 2015, 10:49
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

Re: Can i use more 1 channel for base material

Posted: 02 Sep 2015, 12:30
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?