Daraan on 5/1/2014 at 18:46
In the instructions is written that Wardlso is translated to flat. Don't know if there is a difference between none and flat. But thats not my problem. I again have the same situation but this time with phong.
Thats the situation:
Inline Image:
http://img11.imageshack.us/img11/6600/adbg.jpgBoth scrolls you can see are the same object with the same materials. The left one was just exported earlier. In the meantime I created a few more materials 2 more to be exact which are using replace0/1.gif instead of a png texture.
As you see while the first one is shadered correctly the phong the second is ugly flat.
Thats what I have found out:
Now lets closely compare our check the blender output.
PaperN with DPageText.png gets combined to PaperNDPaper
PaperR with repalce0.gif to PaperRreplac
checking the the last line dark exporter is looking for PaperNreplac which doesn't exist.
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I would guess that theres some search algorithm that doesn't check until the end or something. Naming the materials more different/longer gets rid of this error. Since I'm nearly always using similar material names (where they make sense) I don't want to image how many models got exported flat instead of phong.
R Soul on 5/1/2014 at 19:38
It might be caused by replacing a texture. If in the UV window you load replace0, it says "replace0.png" at the bottom. But that's just text. If you go to Image > Replace Image and select a different file, the text remains the same. To keep things matching without retyping the text, either go to Image > Open or choose an image using the image icon.
When you export, Dark Exporter uses the existing 3ds exporter. For each face, the material name in the 3ds file is the material name in blender followed by the text you see for each face in the UV window (not the image's actual filename) - up to 12 characters.
DE then runs N3ds2e, and looks for materials in the .e file so it can set the shading, double sided etc. But I think it looks for the blender material name plus the texture assigned to the material, not the UV texture. That's why it can't find the material. So make sure everything is synchronized and it should work fine.