So I'm trying to add police lights that I got from a Chevy Caprice model to a Crown Victoria model. However, I hit the 32 materials limit. I heard that you can merge .vmt to merge textures but I was wondering how to do it.
Thanks.
An easy way to avoid a problem like this is to simply not have 32 materials on a model.
A VMT is just defining what material parameters to apply to the geometry. The only time it is necessary to even have more than one is when you need some parts of a model to have different parameters such as phong, refraction, rimlighting, transparency, normal mapping, and so on. (or as resolution requirements demand)
Within the scope of a car the major zones which would be separate would be
-Car Body Exterior
-Car Body Interior
-Tires
-Rims
and potentially
-Trim/Mirrors
-Dashboard elements that glow
-Headlights
The concept you may need to implement is to fuse together certain textures and adjust the UV maps of the model accordingly, this will save you a great quantity of materials. If the textures you are using are below 4096x4096 it should be easy to line a few textures up together and make it a master.
I understand its easier to just cut each part into its own material, but you may not need the fidelity that separate materials add in this case.
I don't know how to do any of that without messing something up.
And there are about 20 something materials for the car plus the 10 something materials that come attached with the police lights model.
I have no idea what I'm doing. I didn't make the model.
You could try using cra0kalo's compiler, which has a 64 material limit. I ported a car from Forza 7 that has around 50 materials, and it worked like a charm.
How do I use it?
cra0kalo's compiler works the same way as the normal studiomdl. Drop the exe and libraries into CSGO or Dota 2's bin folder and select CSGO or Dota 2 in Crowbar as the game you're compiling for.
Thanks. I'll try that.
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