Post by orangemittens on Jul 12, 2015 8:47:52 GMT -5
anidup, when you export from Studio you are exporting the LOD (Level of Detail). The LOD will contain one to several meshes that all make up that LOD. So the LOD should be conceived of as a set of meshes not as a mesh. Some items have multiple meshes in their LOD. When this is the case you will be replacing multiple EA meshes with your meshes. The way you tell Studio which EA mesh you want replaced with any one of your given meshes is by using the cut number.
I looked at one dining table and will use this table as an example of how cut numbers and textures relate to one another.
When you open this dining table in Studio you will see two textures in the Texture list. This indicates that the item has two mesh groups that are not shadow plane groups in the LOD. If these two mesh groups share the same image both texture lines will show the same image when you click on them. For this table though when I click on the first line I see the wood texture:
And when I click on the second line I see a grey texture:
The fact that there are two separate images tells me that each of the meshes in the LOD uses a different texture. If they used the same texture then when I clicked each texture line I would see the same image and, if I imported over one, both would change.
If I export the LOD in Blender I can see that there are two separate groups other than the shadow plane groups which is just what I expected based on how the item looked in Studio. The first non-shadow plane group is mesh group 2 (and it has a cut number of 2):
This mesh group is the frame of the table and it is mapped onto the texture that shows wood. The mesh I use to replace the cut number 2 mesh (that is the mesh I name cut 2) will assigned to use this wood image or whatever I use to replace the wood image. That is, the cut number 2 mesh group and this wood diffuse image are linked up together and will remain linked together unless I deliberately unlink them in the Warehouse.
The second non-shadow plane group is the glass pane of the table. It is mesh group 3 and has a cut number of 3. It is mapped onto this pale grey alpha image:
In the game this alpha image will appear transparent and, if I look in the Warehouse, I will see this mesh group most likely has a glass shader. The mesh group I assign cut number 3 to will replace the EA table's glass plane and it will be assigned to display this alpha image. It will also gain the shader properties the EA glass plane has. That is, mesh group 3 is linked to this image and shader set and, unless I deliberately change this in the Warehouse, the mesh I assign cut 3 to will take on glass properties in the game.
Once I am done replacing the EA meshes and assigning cut numbers to the replacement meshes I save the .blend. Importing this back to Studio will cause Studio to replace the EA meshes with my meshes inside the LOD. If this doesn't clear up the question please post again.
I looked at one dining table and will use this table as an example of how cut numbers and textures relate to one another.
When you open this dining table in Studio you will see two textures in the Texture list. This indicates that the item has two mesh groups that are not shadow plane groups in the LOD. If these two mesh groups share the same image both texture lines will show the same image when you click on them. For this table though when I click on the first line I see the wood texture:
And when I click on the second line I see a grey texture:
The fact that there are two separate images tells me that each of the meshes in the LOD uses a different texture. If they used the same texture then when I clicked each texture line I would see the same image and, if I imported over one, both would change.
If I export the LOD in Blender I can see that there are two separate groups other than the shadow plane groups which is just what I expected based on how the item looked in Studio. The first non-shadow plane group is mesh group 2 (and it has a cut number of 2):
This mesh group is the frame of the table and it is mapped onto the texture that shows wood. The mesh I use to replace the cut number 2 mesh (that is the mesh I name cut 2) will assigned to use this wood image or whatever I use to replace the wood image. That is, the cut number 2 mesh group and this wood diffuse image are linked up together and will remain linked together unless I deliberately unlink them in the Warehouse.
The second non-shadow plane group is the glass pane of the table. It is mesh group 3 and has a cut number of 3. It is mapped onto this pale grey alpha image:
In the game this alpha image will appear transparent and, if I look in the Warehouse, I will see this mesh group most likely has a glass shader. The mesh group I assign cut number 3 to will replace the EA table's glass plane and it will be assigned to display this alpha image. It will also gain the shader properties the EA glass plane has. That is, mesh group 3 is linked to this image and shader set and, unless I deliberately change this in the Warehouse, the mesh I assign cut 3 to will take on glass properties in the game.
Once I am done replacing the EA meshes and assigning cut numbers to the replacement meshes I save the .blend. Importing this back to Studio will cause Studio to replace the EA meshes with my meshes inside the LOD. If this doesn't clear up the question please post again.