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scarred811
4th Jun 2007, 9:26 AM
Is it possible to import a different material definition into a recolor? I made a couch and wanted a couple of the recolors to have a more shiny leather look to them so I imported a material definition from another object and changed the name but in game they are blue. What do I need to change to get it to show up correctly? I thought that maybe since I imported it from another object that maybe I need to update the GUID but I'm not sure if that is the problem or where to find it to change it. Any ideas?

Thanks
Becka

tiggerypum
4th Jun 2007, 10:05 AM
I always just use the exisiting linked in material definition and then open 2 simpes and look at what's set differently and change it.

Lethe_s
4th Jun 2007, 2:16 PM
it's perfectly possible to extract a material definition and then import it into something else
that's how i did glass before I actually knew *how* to do glass.
Important bits to note:
- make sure you delete the second material definition and that all the names are correct (names of subsets, name of the material definition).
- go back to the object data and the master guid, click on 'update mmat's' again, and fix integrity, that will fix the guid of the material definition.

As tig said, it's probably safer and easier to open them side by side an edit them like that.

IgnorantBliss
4th Jun 2007, 2:24 PM
There are no GUIDs in the Material Definition, though, only Material Override, so if you only import a Material Definition, you won't need to update MMATs. It's possible to import a Material Override, as well, but not really necessary.

Make sure the name of the imported TXMT is exactly the same as that of the original.

Also, since you're importing a TXMT for a subset that's using a texture most probably, you need to fix the texture reference in the TXMT. Open the TXMT and find a line called stdMatBaseTextureName in the Properties tab. Then change the name of the value to match your texture name (easiest to copy it from the original TXMT). Make sure it has the ##0x1C050000! prefix and no _txtr extension. Then open the File List and replace the texture listed there with your texture name. If there are several listed, only replace the name of the texture you just replaced in Properties. Commit all changes.

Then, in the end, Fix Integrity, and save the package.

scarred811
4th Jun 2007, 3:24 PM
Alright, thanks guys. I'll give that stuff a try.

Becka