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]
