Model uses just the first Texture

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Hello guys,

I'm having some Texture problem with my Model.
In short: my model only uses the first texture, also when I'm entering the correct paths.

At first I used a Multi-/Sub-Material with Material-ID's to unwrap the texture on a single mesh, but after exporting the model just used the first texture in Wc3 Viewer/Wc3 Model Editor. So I removed that Material and created 3 new ones and assigned those materials to the correct meshs, which I detached before. The model still looks good in 3dsmax, but doesn't in the Viewer. Any solutions to this?

Here's the .mdl part for Material and Texture:

Code:
// 'NeoDeX Version: I.0
// blabla comment
Version {
	FormatVersion 800,
}
Model "test" {
	NumGeosets 3,
	NumBones 1,
	BlendTime 150,
	MinimumExtent { -19.0457, -24.565, -3.8147e-006 },
	MaximumExtent { 13.9322, 24.5657, 178.646 },
	BoundsRadius 180.864,
}
Textures 3 {
	Bitmap {
		Image "UI\Glues\SinglePlayer\Alliance_Exp\BE_Skin.blp",
	}
	Bitmap {
		Image "Doodads\Cinematic\ArthasIllidanFight\Arthas1.blp",
	}
	Bitmap {
		Image "Textures\rpg_human_hands.blp",
	}
}
Materials 3 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
	Material {
		Layer {
			FilterMode None,
			static TextureID 1,
		}
	}
	Material {
		Layer {
			FilterMode None,
			static TextureID 2,
		}
	}
}
Geoset  {
	Vertices 1164 {
		{ -12.4065, -5.63808, 33.3193 },
etc ...

*edit*
I'm using 3dsmax 2012.. maybe this is the problem.. I started a new file, placing a simple box, detached and converted it into 3 meshs and simply created 3 materials using some textures as test and placed them on the meshes. Same results in the Viewer. Still only shows 1 texture.. Maybe somebody works with max 2012, too? And can tell me, if he had the same problems and maybe already fixed them?
 
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