Source Filmmaker

Source Filmmaker

Auteur Nov 10, 2017 @ 8:30pm
More than 32 materials
I tried to export a starship I created using blender source tools and it came up with more than 57 dmx files with no textures at all. When I tried to compile it all it shows that I couldn't as it exceeded 32 materials how do I fix this problem?
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Showing 1-14 of 14 comments
R234 Nov 10, 2017 @ 8:43pm 
By using 32 materials or less.
Auteur Nov 10, 2017 @ 8:51pm 
Originally posted by R234:
By using 32 materials or less.
So do I remove objects or is there another way
episoder Nov 10, 2017 @ 9:07pm 
what sorta model is that that it needs so many textures? 50+ dmx? you could maybe merge the meshes that use the same textures. this amount of textures is approximately the amount of materials you should have.
Auteur Nov 10, 2017 @ 9:16pm 


Originally posted by episoder:
what sorta model is that that it needs so many textures? 50+ dmx? you could maybe merge the meshes that use the same textures. this amount of textures is approximately the amount of materials you should have.
I've merged everything together into a single mesh and texture and it still doesn't work.
Auteur Nov 10, 2017 @ 9:17pm 
Originally posted by episoder:
what sorta model is that that it needs so many textures? 50+ dmx? you could maybe merge the meshes that use the same textures. this amount of textures is approximately the amount of materials you should have.

I guess I'll have to stick to animating workshop models now converting from obj to mdl is very tedious
episoder Nov 10, 2017 @ 9:29pm 
and how many materials does it use in blender? if it uses a single textures you should apply a single material after the merge. you did that? if you export after that it should compile.
Try compiling it using the gmod compiler. It might work.
Auteur Nov 11, 2017 @ 5:40am 
Originally posted by episoder:
and how many materials does it use in blender? if it uses a single textures you should apply a single material after the merge. you did that? if you export after that it should compile.


Originally posted by episoder:
and how many materials does it use in blender? if it uses a single textures you should apply a single material after the merge. you did that? if you export after that it should compile.
It shows as just one grayish stock texture and even when exported that and ran it through the compiler it hasn't worked
Marco Skoll Nov 11, 2017 @ 5:48am 
Have you actually assigned the materials in Blender?

(And removed any that aren't actually being used? I'm not sure that would be a problem, but best to be sure).
Auteur Nov 11, 2017 @ 6:03am 
Originally posted by Marco Skoll:
Have you actually assigned the materials in Blender?

(And removed any that aren't actually being used? I'm not sure that would be a problem, but best to be sure).
No i dont think I assigned them
Marco Skoll Nov 11, 2017 @ 6:04am 
Then what you've probably got is one model that thinks it has 57 materials.
Last edited by Marco Skoll; Nov 11, 2017 @ 6:04am
Auteur Nov 11, 2017 @ 6:27am 
Originally posted by Marco Skoll:
Then what you've probably got is one model that thinks it has 57 materials.
It original was gonna have 57 dmxs but I grouped it into one
Marco Skoll Nov 11, 2017 @ 6:48am 
Yes, but each of those DMXs will have had its own material.

Although many game engines don't, Blender and Source do allow models to have multiple materials, so just grouping those models into one results in one model with 57 materials.
(Equally, you can use one material over 57 models).

Unless you reassign the materials used by the model, grouping it changes nothing.
episoder Nov 11, 2017 @ 6:53am 
Originally posted by Captain Jean Luc Picard:
It shows as just one grayish stock texture and even when exported that and ran it through the compiler it hasn't worked

that means... it has no texture? wth. what you try to port then? if this obj (as posted) actually has textures you should use them in blender. you gotta atleast check if the model and uvs and textures are working correct. and if it imported as multiple submeshes is it possible every submesh just has a different material name. as said you gotta check the materials tab in blender (it's the orange circle tab, not the checkerboard - which are textures) and make sure those are managed to be unique materials without duplicates. that's how you could fix the count.
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Date Posted: Nov 10, 2017 @ 8:30pm
Posts: 14