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I'm trying to import my first model into q4. It's a very simple torch model (basicaly just a cylinder).
I've got a low-poly version and a high poly version.
I've ripped the UVs on the low poly model.
I've written a .mtr file (basicaly just copied it from the Id sdk and changed the paths and files)
I go into q4 and try to run the "renderbump."
It gives me a message along the lines of "surface 0 =shader _emptyname, and then it does nothing.
In the Id SDK theres a step where you have to assign the shader to the surface of your model. I'm assuming that the "_empyname" part means that I haven't assigned it correctly, therefore it's not calling the .mtr and therefore it's not rendering a bumpmap.
The SDK tutorials use lightwave, I'm using 3ds Max6. I've tried just putting the line in from the .mtr in the material name, but that doesn't work.
Can anybody tell me how to assign the SHADER to the surface of my model in 3dMax... or anything else i'm doing wrong or dont understand.
(The model loads into modview, but just without any skin.)
This is probably a dumb question, but it's driving me nuts.
Nother thing, I don't have to rip the UVs on the high poly version do I?
Thx
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