Scolring - Forum

Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology

Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered

You are not logged in.

#1 4-Aug-2015 16:50:23

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 271

Some files ... still not found verify your Ogre res path.No here all

3f54eea06950.jpg

// smokefxmat genrated by blender2ogre 0.6.0

material smokefxmat
{
receive_shadows on

technique
{
pass smokefxmat
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
cull_hardware none
depth_check on
depth_write off
scene_blend alpha_blend
scene_blend_op add
transparent_sorting force

texture_unit
{
texture AndroidGame/smoke000.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}

texture_unit
{
texture AndroidGame/smoke000.dds
tex_address_mode wrap
scale 1.0 1.0
colour_op alpha_blend
}
}
}
}
// bricks88000 genrated by blender2ogre 0.6.0

material bricks88000
{
receive_shadows on

technique
{
pass bricks88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/bricks02.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// roof88000 genrated by blender2ogre 0.6.0

material roof88000
{
receive_shadows on

technique
{
pass roof88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/roof00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// rustedmetalmat genrated by blender2ogre 0.6.0

material rustedmetalmat
{
receive_shadows on

technique
{
pass rustedmetalmat
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/metalPainted00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// concrete489 genrated by blender2ogre 0.6.0

material concrete489
{
receive_shadows on

technique
{
pass concrete489
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/concrete09.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// blackcolor0xmat genrated by blender2ogre 0.6.0

material blackcolor0xmat
{
receive_shadows on

technique
{
pass blackcolor0xmat
{
ambient 0.0 0.0 0.0 1.0
diffuse 0.0 0.0 0.0 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

}
}
}
// wall88000 genrated by blender2ogre 0.6.0

material wall88000
{
receive_shadows on

technique
{
pass wall88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/buildings07.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// Material.001 genrated by blender2ogre 0.6.0

material Material.001
{
receive_shadows on

technique
{
pass Material.001
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force

texture_unit
{
texture AndroidGame/doors00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}

material file
https://yadi.sk/d/g4O51JExiDASn my project here

P.S. can have a way to re-load except mesh file? (its not help me)

Last edited by el_motoblock (4-Aug-2015 17:24:45)

Offline

#2 4-Aug-2015 17:53:59

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 271

Re: Some files ... still not found verify your Ogre res path.No here all

Sorry that bother. had to change the name of the material in a blender (material.001), re-export, re-fix the material

Offline

#3 31-Aug-2015 17:30:16

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 271

Re: Some files ... still not found verify your Ogre res path.No here all

so for reference: the texture is not lost, and the material is highlighted.
light is not correctly configured, specular color used on this material (in contrast to the the others)

Offline

#4 1-Sep-2015 12:50:43

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: Some files ... still not found verify your Ogre res path.No here all

also avoid using DDS texture format for android this is not managed by all devices

Offline

Board footer

Powered by FluxBB