Making Might and Magic maps with Trenchbroom: Difference between revisions
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(Created page with "====Outdated / Advanced==== ====Altering MTL file to work with MMEditor==== For now Trenchbroom exports .MTL files without texture entries. Without them MMEditor will not be...") |
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====Altering MTL file to work with MMEditor==== | ====Altering MTL file to work with MMEditor==== |
Revision as of 16:28, 13 June 2020
Outdated / Advanced
Altering MTL file to work with MMEditor
For now Trenchbroom exports .MTL files without texture entries. Without them MMEditor will not be able to find the textures required by a model.
Ways to fix that:
Manual
Open .MTL file and you will see a lot of lines similar to this:
newmtl MM6/CsBr128
Note the name after slash, that is a texture name. A texture entry looks like that:
map_Kd CsBr128
map_Kd is an attribute and doesn't change, CsBr128 is a texture name. Line like that needs to be added after each newmtl entry. So the final material definition would look like:
newmtl MM6/CsBr128 map_Kd CsBr128
Bash script
Automates the process described above.
If a map compiled by the editor crashes the solution is here.