It seems that several people have had the same problem...
Here is a
temporary solution to manually set up the textures, that usually seems to work for me:
Note: one thing you will need to know before getting started is how many texture combinations your object has. Lets say you have 3 images that are used: a bark texture, a leaf texture and an alpha image for the leaf, this will give you 2 texture combinations (1)bark & (2)leaf with an alpha.
In in the internal nodes I set up a default shader for each of my texture combinations, connected with a Multi Shader:
[attach=#1]
in the properties of each default shader I input the texture image into the "Color>Color image" box. Any alpha images for this texture are placed in the "Opacity>Opacity image" box. Sometimes the texture image itself will contain its own alpha channel, in this case input* the texture image into the "Opacity image" box and check the "Use alpha channel" box.
[attach=#2]
Once you get everything set up I recommend that you save the object node as a TGO. The shader list for the model is saved inside the TGO format keeping you from having to set everything up again. You may find also that when you render an image of the object that the bark texture is on the leaves and the trunk has a leaf pattern on it... etc. To fix this simply go back to the internal nodes and change the order of the default shaders on the Multi shader.
I'm sure this won't fix every problem (I've run into a few objects that have required more work than this) but perhaps it will give you a start towards getting your models working. Also, this is hopefully a temporary solution until adding objects is improved in future releases.
*-To my understanding, this is bug that TG2TP does not properly read alphas from the color image so this is only necessary for now. (hopefully)
-also there are a few texture formats to avoid at the moment, including PNG and TGA. These formats will cause overly bright spots on your model and I believe other rendering issues as well. I have found that properly formatted TIF files will work great, and these can include an alpha channel.
anyway... hope I haven't rambled too much and confused everyone
-§ardine
[Edit] just thought this would be good to remember
:
Quote from: Oshyan on January 29, 2007, 12:37:17 AM
...
In general if the .mtl file is setup correctly it should indeed load properly and shouldn't require manual texture loading. It may be that pathing issues are getting in the way though. The easiest approach currently is to keep all objects and textures in the folder that your .tgd is saved in. If that is already the case then you may simply need to edit the paths in the .mtl to be local rather than absolute.
- Oshyan