That's a good point.
reason to make the mtl parser even smarter.
thanks for pointing this out.

Fabrice


On May 14, 2010, at 5:40 PM, toshmosh wrote:

> omg omg omg omg omg omg! That is ridiculous! Thanks for that man. I am
> going to delete 3ds max it is useless so far :D
> 
> On 14 Май, 18:18, Michael Iv <[email protected]> wrote:
>> Finaly pinned down the problem for the  .obj textures autoloading issue .
>> 
>> Started to comapre the mtl output from Max and PreFab . You won't believe
>> guys how simple is the solution !!!!
>> 
>> Appears that the exported from Max mtl looks like this:
>> 
>> newmtl my_text
>> 
>> Ns 10.0000
>>     Ni 1.5000
>>     d 1.0000
>>     Tr 0.0000
>>     Tf 1.0000 1.0000 1.0000
>>     illum 2
>>     Ka 0.5880 0.5880 0.5880
>>     Kd 0.5880 0.5880 0.5880
>>     Ks 0.0000 0.0000 0.0000
>>     Ke 0.0000 0.0000 0.0000
>>     map_Ka myText.jpg  /////////////here must change to realtive path
>>     map_Kd myText.jpg /////////////here must change to realtive path
>> 
>> and from PreFab it comes out like this:
>> newmtl awmat_0
>> Kd 1 1 1
>> Ka 0.2 0.2 0.2
>> Ks 0.2 0.2 0.2
>> Ns 128
>> Tr 1
>> D 1
>> map_Kd images/aw_0.png
>> 
>> NOW , you sure think that it is a problem of the difference between tags or
>> numerical representation . Nope! That what I was thinking . But after trying
>> to exclude or format different parts in order for them to look like the
>> Prefab mtl , I found it : look at the position of map_Ka and map_Kd  in both
>> examples ! in Prefab there is no space between the left margin and the
>> string but in the Max it is aligned with all the parameters . If you delete
>> that space and align the strings to the left  so it is aligned with newmtl
>> my_text you are done . It works!
>> 
>> Can't believe wasted some 4 hours to figure it out.
>> 
>> Cheers
>> 
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|www.neurotechresearch.com
>> Tel:054-4962254
>> [email protected]
>> [email protected]

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