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Author Topic: HE World building  (Read 1498 times)

DPontious

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HE World building
« on: Nov 07, 15, 01:16:07 AM »

I was watching a video yesterday and noticed that the person was painting what looked to be rocks.  I watched it a few times and it looks as if the rocks are assets and not a texture.  is there a way to paint assets like that?
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DPontious

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Re: HE World building
« Reply #1 on: Nov 07, 15, 01:55:38 AM »

ok figured out the answer to my question, however I've noticed that anytime I load a asset it has a other texture attached to it.  I tested this out today with a green box and a brown box,  I loaded both, the green first brown second.  I open green box and its green( mind you they are textured with .dds.  I open Brown box and it has the texture of the green box.  basically now when I place any asset it has the green texture.   I delete it, it becomes the the next texture that was loaded. 
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keeperofstars

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Re: HE World building
« Reply #2 on: Nov 07, 15, 07:17:23 AM »

did you make sure both boxes had different material names when you added the material?
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[img]http://screencast.com/t/x7btcSSyp3h0[\img]

DPontious

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Re: HE World building
« Reply #3 on: Nov 07, 15, 05:12:30 PM »

Yes, all my textures deffused and normal.dds have deffernt name. 
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keeperofstars

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Re: HE World building
« Reply #4 on: Dec 06, 15, 04:27:29 AM »

the texture files so the .dds files aren't the "material" file / name.

When you create object and go to add the .dds files for texturing, the HE material plugin for max / maya has a place for material name. That is what has to be unique the most. The material name is the key aspect, it's the unique identifier. From there the material holds what .dds texture files were used and in what manner.

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[img]http://screencast.com/t/x7btcSSyp3h0[\img]