PDX
10-04-2008 21:17:21
Hi Lioric,
I'd like to be able to export the individual oFusion materials from within my 3ds Max material editor to individual .material files. If there's no way to do this, perhaps you could consider this a feature suggestion.
I'm building a fairly complicated scene - a barnyard with a few buildings and terrain - and I'm getting to the point where I have to make frequent revisions and updates to the materials.
Originally I exported the whole scene all at once, and this produced, among other things, a barnyard.material file containing all the material definitions for the whole scene. These definitions correspond to the materials in the Max material editor.
Now I'm fixing up bits and pieces, and I want to re-export only these pieces. Doing so, however, creates material conflicts.
Say for instance I re-export a building within the barnyard: the chicken coop. That export produces, among other things, chicken_coop.material. Now my game directory has a barnyard.material file and a chicken_coop.material file. A problem arises because these .material files contain identical material definitions, and that'll cause the game to crash. In this case, the original barnyard.material contained definitions named wood_material, chicken_wire_material, dirt_material, windmill_material, etc, etc. The chicken_coop.material file *also* contains wood_material, chicken_wire_material, and like I said, that causes a crash.
I see the oFusion exporter provides an option to export a per-mesh material file, but that wouldn't work for me because my scene contains so many meshes (because the buildings can break up into pieces). Even if I didn't have so many tiny pieces, I would prefer that different meshes be able to share .material filess.
Why not have an option to export per-material material files? That is, for every material within the Max material editor, export an Ogre .material file. That would eliminate the problem of conflicting material definitions: any potentially conflicting .material files would just be overwritten. This would, for me, really smooth out the art update pipeline. Not to mention the fact it would be more comfortably analogous to the way Max handles materials.
If there's a way to do this already, please let me know
. Otherwise, I hope you'll consider this as a possible feature.
I'd like to be able to export the individual oFusion materials from within my 3ds Max material editor to individual .material files. If there's no way to do this, perhaps you could consider this a feature suggestion.
I'm building a fairly complicated scene - a barnyard with a few buildings and terrain - and I'm getting to the point where I have to make frequent revisions and updates to the materials.
Originally I exported the whole scene all at once, and this produced, among other things, a barnyard.material file containing all the material definitions for the whole scene. These definitions correspond to the materials in the Max material editor.
Now I'm fixing up bits and pieces, and I want to re-export only these pieces. Doing so, however, creates material conflicts.
Say for instance I re-export a building within the barnyard: the chicken coop. That export produces, among other things, chicken_coop.material. Now my game directory has a barnyard.material file and a chicken_coop.material file. A problem arises because these .material files contain identical material definitions, and that'll cause the game to crash. In this case, the original barnyard.material contained definitions named wood_material, chicken_wire_material, dirt_material, windmill_material, etc, etc. The chicken_coop.material file *also* contains wood_material, chicken_wire_material, and like I said, that causes a crash.
I see the oFusion exporter provides an option to export a per-mesh material file, but that wouldn't work for me because my scene contains so many meshes (because the buildings can break up into pieces). Even if I didn't have so many tiny pieces, I would prefer that different meshes be able to share .material filess.
Why not have an option to export per-material material files? That is, for every material within the Max material editor, export an Ogre .material file. That would eliminate the problem of conflicting material definitions: any potentially conflicting .material files would just be overwritten. This would, for me, really smooth out the art update pipeline. Not to mention the fact it would be more comfortably analogous to the way Max handles materials.
If there's a way to do this already, please let me know