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« on: Dec 10, 11, 12:27:18 PM »
Most likely, you are exporting it correctly and incorrectly at the same time. In addition, I would like to add that "go about applying the texture in the repository" doesn't make sense in any way.
Try it with these steps:
1. Save the .max file and the .dds file in the folder to which the exported model should go. (e.g. C:/HE/staticassets/bridges/)
2. Open 3DS MAX and open the .max file inside the folder (e.g C:/HE/staticassets/bridges/bridge01.max)
3. Create a HeroMaterial with the .dds file in the "bridges" folder (location : C:/HE/staticassets/bridges/bridge01.dds)
4. Export the model to: C:/HE/staticassets/bridges/ and call it for example bridge01
Safety check: C:/HE/staticassets/bridges/ should contain now 3 files before uploading from your pc to the repo:
1. bridge01.max
2. bridge01.dds
3. bridge01.hgm (the exported model)
Open the repository browser, and I assume you set it up correctly:
1. Login, etc.
2. Drag the "bridges" folder to the "staticassets" folder in the repository
3. Wait a couple of miliseconds, depending on your upload-speed.
....
Final check in the repository:
In the repository folder HE/staticassets/bridges the following files should now show:
1. bridge01.max
2. bridge01.dds
3. bridge01.hgm (the exported model)
4. bridge01_exact_mesh.nxl (or something...)
5. bridge01.phys (the physics file)
If that isn't the case, go back to the beginning of this post, and repeat the steps again.
Finally, open up HeroBlade:
1. Login, etc.
2. Click the button "Library"
3. Right click somewhere where you wish to add the "bridge01" model and click "Add item" or something similar.
4. in the new screen, go to: HE -> staticassets -> bridge01 -> and click on "Bridge01.hgm".
Your item has now been added to your game succefully and all members can acces it now in that library once you save it.
On request, I can make a very detailed tutorial on how to do it step by step.
Lastly: Why did it go wrong in the first place?
Answer: Upon exporting, relative paths are stored in the .hgm file, meaning that if you would place the texture somewhere else after exporting and putting it in the engine, there will be an error. The relative path starts from "HE" onwards from your local machine, which is also the reason why the paths on your machine should be the same as on the cloud, and the main folder should be called "HE".
Hope this helped.