You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Materials have always bugged me. They never worked quite right, and I had to write a TON of janky code to try to get things to look right. The amount of cleanup needed in a model was daunting.
But... I think I finally figured it out!
If a Material Name chunk is a Library, Single or Basic (first two are Cryengine names, last one is one I made for lack of a better term), it pointed to a .mtl file that contained all the materials for that chunk. I was going through to all the child materials and creating the materials by trying to match up names with ones found in the material file. It worked 90% of the time, but yeah... not really great.
I'm currently working on updating the code to use the correct material handling, and should be done soon. There are still some issues, such as Blender not really working well with Normals/Bumpmaps, but I'll try to sort that out as well. Cryengine Importer will need some serious adjustments as well, but these are good adjustments where I get to delete all the workaround code that has been driving me nuts all these years.
Check out the feature/dotnet-6-upgrade branch to see the work in progress. ... yes, as the branch name implies, I didn't start off trying to fix the materials. But I figured as long as I'm doing that, might as well get the materials fixed too. :)
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
Materials have always bugged me. They never worked quite right, and I had to write a TON of janky code to try to get things to look right. The amount of cleanup needed in a model was daunting.
But... I think I finally figured it out!
If a Material Name chunk is a
Library
,Single
orBasic
(first two are Cryengine names, last one is one I made for lack of a better term), it pointed to a.mtl
file that contained all the materials for that chunk. I was going through to all the child materials and creating the materials by trying to match up names with ones found in the material file. It worked 90% of the time, but yeah... not really great.I'm currently working on updating the code to use the correct material handling, and should be done soon. There are still some issues, such as Blender not really working well with Normals/Bumpmaps, but I'll try to sort that out as well. Cryengine Importer will need some serious adjustments as well, but these are good adjustments where I get to delete all the workaround code that has been driving me nuts all these years.
Check out the
feature/dotnet-6-upgrade
branch to see the work in progress. ... yes, as the branch name implies, I didn't start off trying to fix the materials. But I figured as long as I'm doing that, might as well get the materials fixed too. :)Beta Was this translation helpful? Give feedback.
All reactions