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How could I get this out of blender to configure it in kseditor

quetillo

Member
I have created a 4x4 circuit, fast in blender, with vertex color and giving 4 painted textures, which remain like this, the problem I have is when I put it in kseditor, I give it a ksMultilayer as it is done in RTB when I put it in kseditor, since the The program to create sections and circuits uses a similar method, where you paint with 3 textures on a map, but setting similar parameters fails to get the textures where they are.I've seen some circuit that has vertex colors like that.Thank you
 

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quetillo

Member
I have managed to export in kn5 but, you cannot mix textures and export it painted, it would be a good advance for assets
 

Ryno917

Member
I get several errors, which I imagine will be from the textures when going by nodes. It would be good if it let me export it like this, but I see that no, I've been fighting all day and it's still the same.
AC doesn't use Blender materials, so there's no point in setting up materials in Blender beyond assigning some names so the editor can tell that different shaders are to be used for different things.

Like was already said, you have to use the txMask to drive the blending of textures. You don't "get" the mask texture, you make the mask texture. I don't know if it's possible to bake your vertex painting to a texture, but likely you're going to have to remap the terrain so the whole thing has explicit UV coordinates and then paint the different areas in Photoshop (or paint in Blender if it has it, I haven't tried). The txMask texture is used to tell the engine which textures to use in which locations. In the editor you load this mask texture in the txMask slot, then assign your detail textures in each of the relevant texture spots.

What you are trying to do can not be done by simply vertex painting and then exporting because AC does not have a system for that kind of setup. Just because you can do it in Blender doesn't mean the game understands it, they are not the same thing.
 
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