by Nash » Tue Oct 09, 2018 1:46 pm
This is how you properly embed texture paths into separate objects/mesh groups/surfaces with my MD3 exporter. The name of the material slot is the full path of the texture that is inside your project's PK3. In this image, my door is made of 2 objects, the door, and the frame. The door's material name is "models/doors/door01/door01.png" (not pictured) while the frame has "models/doors/door01/door01f.png" as its material name. This is all that's needed. Omit the "Skin" property inside the MODELDEF; GZDoom will attempt to load the embedded texture paths.
There is nothing wrong with my exporter and there is nothing wrong with this workflow, I have been using this for years and am still actively using it for a big, model-heavy project. =P
[imgur]https://imgur.com/CF55M8r[/imgur]
This is how you properly embed texture paths into separate objects/mesh groups/surfaces with my MD3 exporter. The name of the material slot is the full path of the texture that is inside your project's PK3. In this image, my door is made of 2 objects, the door, and the frame. The door's material name is "models/doors/door01/door01.png" (not pictured) while the frame has "models/doors/door01/door01f.png" as its material name. This is all that's needed. Omit the "Skin" property inside the MODELDEF; GZDoom will attempt to load the embedded texture paths.
There is nothing wrong with my exporter and there is nothing wrong with this workflow, I have been using this for years and am still actively using it for a big, model-heavy project. =P