To znowu ja.Tamten problem z teksturą jest nieważny.Bo widzę zmianę w teksturze pancerza,ale zamiast zielonego koloru moja "Szata sędziego" ma czarny kolor.Nazwy moich plików tex(przerobiony)i tga(wyeksportowany z przerobionego pancerza przez program Goman)to:
HUM_LAW_ARMOR_V1.tga
Hum_Law_Armor_V1-C.tex
Skrypt(kawałek)pliku Hum_Law_Armor1.asc(skopiowany i lekko przerobiony z pliku .asc szaty sędziego):
*3DSMAX_ASCIIEXPORT 106
*COMMENT " [Zengine ASC Exporter v1.06] AsciiExport Version 1,06 - Sat Sep 23 14:14:07 2000"
*SCENE {
*SCENE_FILENAME "Hum_Law_Armor.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 25
*SCENE_TICKSPERFRAME 192
*SCENE_BACKGROUND_STATIC 0.000000 0.000000 0.000000
*SCENE_AMBIENT_STATIC 0.784314 0.784314 0.784314
}
*MATERIAL_LIST {
*MATERIAL_COUNT 3
*MATERIAL 0 {
*MATERIAL_NAME "Nacked_V01_C01"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.500000 0.500000 0.500000
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.250000
*MATERIAL_SHINESTRENGTH 0.050000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*MATERIAL 1 {
*MATERIAL_NAME "Naked;NECK"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.291500 0.064052 0.064052
*MATERIAL_DIFFUSE 0.419608 0.294118 0.192157
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.000000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Neck"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "HUM_LAW_ARMOR_V1.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 2 {
*MATERIAL_NAME "KDWs"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.701961 0.501961 0.996078
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.450000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #2"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "HUM_LAW_ARMOR_V1.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
}