BFMDT 2.76 www.bfmods.com Development Thread

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reegad
Posts: 81
Joined: Mon Nov 09, 2009 3:43 pm

Re: BFMDT 2.76 www.bfmods.com Development Thread

Post by reegad »

Anyone found a workaround for the rs material shader?

Found that it only happens when the materials are set to battlefield_Rs / BfRsShader
If you change the material to a standard scanline bitmap for instance, it will export properly with the correct names ignoring the material-names in 3dsmax. When using the Battlefield_rs material, it will use the material name from 3dsmax on export.

Battlefield_rs material, exported as "box rs" (material name "01 - Default")

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subshader "01 - Default" "StandardMesh/Default"
Standard bitmap material, exported as "box bitmap" (material name "01 - Default")

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subshader "box bitmap_Material0" "StandardMesh/Default"
Something to keep in mind when naming these:
When exporting it will only export the amount of actual material id's found on the mesh.
If your mesh has 3 different materials, 1,2 and 4 (0,1 and 3 in RS as it starts at 0) so the third material is unused and will be skipped

Material2 is missing which would have been the third material in this list, it is not found on the mesh making it not included in the exported files.

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subshader "box_Material0" "StandardMesh/Default"
subshader "box_Material1" "StandardMesh/Default"
subshader "box_Material3" "StandardMesh/Default"
If these were needed to be named manually, you would have to keep in mind that the third material (Material2) is not used and should be skipped.
Image
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