(http://i631.photobucket.com/albums/uu32/jpblitz/Barge2InTG2trial.jpg?t=1237137525)
How do i get this object to be visible? rather than a silhouette? :(
You'll need to imput surface info into the multi surface shader ;)
...and, for now, that means only 16 textures.
If you need help understanding this process, please ask.
Yes indeed...there's enough of us importing to have most of the tricks to hand.. ...
Er lol okies, i need help on this one, can you walk me through it please?
tutorial:
http://forums.planetside.co.uk/index.php?topic=63
the objects and populations part of this tutorial somewhat covers how to use the multishader and such.
Or try this.........
OK..here goes.
1. Load an object via the Obj reader
2. There are 4 Tabs showing...Click Surface Shaders
3. A new tab should come up with Multi shader 01 in it...click the [...] in the square box and
click on Go to "Multi shader 01"
4. If that is not available go to Create new shader and choose one to work with, ie:
a Colour Shader, a Default Shader or in fact a Multi shader but as there would be no
assignments at this point it would be pointless. You'd have to texture it first in an app that textures .obj
first to give the Multi shader something to show.
5. If the object is textured and you see only blank slots in the multi shader the object will have to be converted to
an .obj that TG2 understands. We here have been using PoseRay, a free converter. Available here:
http://mysite.verizon.net/sfg0000/
6. Once you have the model in the PoseRay app go to the Materials Tab and assign textures using the browse button.
7. Once you have them all assigned click Update and go to
8. The Groups Tab. First off there Click Drop to y=0, then Origin in the next column of buttons. Click update.
9. If the object has more that 16 textures you will have to break it up as it were and have a couple of models to load in TG2.
10. This is done by clicking the cube which puts an X on it.I start blocking objects with the 17th texture on the list as that will be the
first texture of the second object.
11. Now click update again and in the preview you should see only the parts approved.
12. Now click the OBJ Output Tab andand in the Modified OBJ file I append it's name with a 01. Click Save
13. If the directory indicated is not the one you got the OBJ from navigate to where you got it and click OK.
14. Staying in PoseRay go back to the Groups tab and put the X on the first 16 and take it off the next
16[or however many slots are left to do]
17. Once done repeat steps 11-13.
18. If there are still more slots repeat till all is done[remember to rename the OBJs sequentially(01,02,03 like that)
19. Once you have finished go to TG2 and start loading the .obj file(s).
20. Now do steps 2 and 3 and in the multi shader that you get you should see a list of objets and their assigned Default Shaders
Click the [...] button next to each and 'go to"xxx" which will bring up the default shader with hopefully the
texture assigned but often you have to navigate to where the texture lives to get it on the model as the talk back
tween PoseRay and TG2 isn't always flawless.
Repeat for all textures and all subsequent models in the bunch. They should all come in sharing the same axis so leave them at 0,0,0 until all are textured and sized, which is done in the Transform Tab.
Once the model is all sized and textured you can move it to where ever you want, I start with the 1st one first and then just copy and paste those coordinates to the other parts' Translate boxes.
When you have it positioned[or indeed even from the 0.0,0 position] you can, in the Network tab multi select all the parts,
Right click and Save 'Nodes as Clip File' so you can load it all in one piece in the future.
Hope this helps...any queries ask further.. ...
For another list of how-to on this subject, this is modified from something Harvey Birdman shared here - http://forums.planetside.co.uk/index.php?topic=3036.0