using 2 materials in MS3D deco for UT

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Hi all ... Just made my first two-texture model, but once my model's in UnrealTournament as a decoration, all areas using the first texture are displaying the second texture, did i miss a step somewhere? Everything looks great in MS3d, it's inside the bounding box, etc etc.:

class bottle extends PianoHorrorPack;

#exec MESH IMPORT MESH=bottle ANIVFILE=MODELS\bottle_a.3d DATAFILE=MODELS\bottle_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=bottle X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=bottle SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=bottle SEQ=Still STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=bottle MESH=bottle
#exec MESHMAP SCALE MESHMAP=bottle X=0.25 Y=0.25 Z=0.5

#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=Skins PALETTE=bottleskins
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=1 TEXTURE=bottleskins

#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=Skins PALETTE=botteltop
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=2 TEXTURE=botteltop

defaultproperties
{
DrawType=DT_Mesh
Mesh=bottle
}
 

FireSlash

Whats a FireSlash?
Feb 3, 2001
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try this:

change
Code:
#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=Skins FLAGS=2 
#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=Skins PALETTE=bottleskins 
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=1 TEXTURE=bottleskins 

#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=Skins FLAGS=2 
#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=Skins PALETTE=botteltop 
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=2 TEXTURE=botteltop
to:
Code:
#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=bottleskins FLAGS=2 
#exec TEXTURE IMPORT NAME=bottleskins FILE=Textures\bottleskins.bmp GROUP=bottleskins PALETTE=bottleskins 
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=1 TEXTURE=bottleskins 

#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=bottletop FLAGS=2 
#exec TEXTURE IMPORT NAME=botteltop FILE=Textures\botteltop.bmp GROUP=bottletop PALETTE=botteltop 
#exec MESHMAP SETTEXTURE MESHMAP=bottle NUM=2 TEXTURE=botteltop
 
well hmm... Tried using num=0 and num=1 for the two textures but still all surfaces only get the second texture. And setting "bIsMultiSkinned=True" only generates an unknown property error during UCC MAKE. I searched from actor on down through decoration and couldn't find any booleans or other properties relating to multiskins, just the array itself.

When i open the Multiskins array in the decoration properties i don't see anything in any of the slots, not sure if i should or not. But my single-tex models that work fine don't show their tex there either.
 
Could the problem be in Milkshape? I just read an article about working with multiple skins in Studio Max about how you couldn't just assign different materials to different faces, you have to use some sub-object containiner instead. I don't see anything like that in MS3D. I just have two materials set up, with part of the bottle using one of them and part of the bottle using the other ...

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