Moraelin Posted June 5, 2010 Share Posted June 5, 2010 Ok, before I start, I cannot model worth squat and Blender is like rocket surgery to me. So please have patience and use simple sentences. So I generated a mesh with a Java program, as an .obj file, like I did with the Fallout 3 items. Probably not a sane way, but I'm compensating for what I don't know (using Blender) with what I do (programming and basically describing the object as a curve to extrude.) It has the U and V coordinates for each node too already. I import it in Blender. So far so good, I have a nice grey weapon. I assign it a material with a scratched metal image as a texture, set the input mapping to UV coordinates, output to color, hit F12 (render), it looks... well, I'd be lying if I said "looks good", but the texture is more or less where I expect it to be. This tells me that the UV coordinates are ok, or rather where I wanted them to be. I export to FBX, strangely it contains no reference to the material. I try to make a .mmh.xml out of it (as per the instructions here: http://social.bioware.com/forum/1/topic/72/index/320619 ) and I don't get a .mao generated. The .mmh.xml also doesn't contain a material at all. I go back into Blender, load my image into the UVTex too, export again. Same result. The question is, basically: what am I doing wrong? Alternately, can I just add the material reference to the .mmh.xml with a text editor? Can anyone please post a valid .mmh.xml so I can see where it goes, please? Or is the format documented somewhere? Thanks in advance. Link to comment Share on other sites More sharing options...
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