I tested the 3ds and it's properly displayed by Irrlicht. So there is simply no more exported than what you can see in the Irrlicht display. Yes, that's the time when you have to manually add this stuff to your mesh from within your application.
I don't understand why you cannot UV wrap your mesh, because the texture will be applied to it anyway, but you can also add this on your own. For two different textures do as I told you. Encode the height value into the vertex alpha, then use the SOLID_2_LAYER material to blend between those two. For shader based approaches you should search in the code snippets forum, some terrain texture blenders had been shown there.
Feature Request: Max studio import
I checked the file and it does have the name of the blend, but it does not indicate the files used to create the blend. I cannot see any method of exporting the material directly either.I tested the 3ds and it's properly displayed by Irrlicht. So there is simply no more exported than what you can see in the Irrlicht display. Yes, that's the time when you have to manually add this stuff to your mesh from within your application.
As I mentioned, none of the exporters are picking up the blend. The my3d exporter detects the blend as the underlying mask (the heightmap) and the b3d exporter does not recognised the blend either.
The reason I think is straight-forward. A blend is not an actual material, it is an effect or algorithm. To be able to replicate the blend, Irrlicht would need a loader that created a blend from the textures and mask provided.
I have tried, but as pointed out above, it is pointless as a blend is not a material per se. Thus, even a UV wrapped mesh would not display correctly.I don't understand why you cannot UV wrap your mesh, because the texture will be applied to it anyway, but you can also add this on your own.
The two basic textures was merely a test that limited the complexity of the scene. My final scenes would have numerous blends and this method is not really applicable.For two different textures do as I told you. Encode the height value into the vertex alpha, then use the SOLID_2_LAYER material to blend between those two. For shader based approaches you should search in the code snippets forum, some terrain texture blenders had been shown there.
Have you ever seen oFusion for Ogre???
That's what is needed for Irrlicht.
Wasnt going ot post but... I guess you don't want to have it all baked as a single texture, standard material of max, as is large, and also may be you have issues in the sewing...
In Ultimate Unwrap (cheapo comercial tool) you can do a B3D multimaterial. Witha composite material. You just set your textures in slots. it's like a year since I touched last Max, but try to do in a different way in Max. In general, and I say you this as have experience in Max, XSI, blender, etyc, the more you bake, the better, at least to support what can only carry whicever is the format. And internal 3d package procedure rarely traslates to a game engin eunless th eengine counts on a c++ internal pluggin which actually does some sort of hot link...
The times Murphy was around, the guy who made MIM and OCT loaders and tools, he did lightmapping support for MIM, and was even easy to change settings in that ascii file. He told me would be easy to expand a bit to add multimaterials. the actual Blending, I guess is an internal irrlicht thing, if a blend is doable in irrlicht or not, dunno as zero knowledge in programing side.
In Ultimate Unwrap (cheapo comercial tool) you can do a B3D multimaterial. Witha composite material. You just set your textures in slots. it's like a year since I touched last Max, but try to do in a different way in Max. In general, and I say you this as have experience in Max, XSI, blender, etyc, the more you bake, the better, at least to support what can only carry whicever is the format. And internal 3d package procedure rarely traslates to a game engin eunless th eengine counts on a c++ internal pluggin which actually does some sort of hot link...
The times Murphy was around, the guy who made MIM and OCT loaders and tools, he did lightmapping support for MIM, and was even easy to change settings in that ascii file. He told me would be easy to expand a bit to add multimaterials. the actual Blending, I guess is an internal irrlicht thing, if a blend is doable in irrlicht or not, dunno as zero knowledge in programing side.
Finally making games again!
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