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Material Names

Horst18519

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Hi Arno,
not sure if this question has come up before: Is there a chance you could change the material names, using the Albedo/Diffuse texture slot instead of assigning mat1, mat2,...?
Usually, MCX does that, but if a model is converted into another format (for example from gltf into x), the naming for some reason gets lost.
There's also an issue with naming in x files, where MCX adds a 0 at the end of the material name, which creates issues with the ground wizard, mostly with the saving of the mpg files, as the 0 isn't stored in the mgp file, and when you next process the same file, trying to load your settings, the names don't match. Would be great if you could look into this. :)
 
Hi Thorsten,

Not all formats can store material names. Actually only a few do. That's why they can be lost on conversion.

In the x file I just number the materials to make sure they are unique. On import that is not read as material name of I remember correctly.

The extra zero sounds like a bug, I'll check that.
 
Hi,

I can't reproduce the issue with the zero at the end.

As for the naming, the names in the X file need to be unique else there are issues. Therefore I don't think using the material name as you suggest will work. If some materials have the same diffuse texture, but some other settings are different they will get the same material name and the materials will be mixed up. What I should probably do is on import of the X file ignore these auto generated names and only use the names elsewhere.
 
I think that would be a good idea.
Regarding the zero, I'll investitage that once it happens again. Thanks for looking into it. :)
 
Let me know when you see it, so that I can try to reproduce it.

I did modify the reader already to ignore the auto generated names. So that will be in the next development release.
 
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