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Export Scripts - Part 3

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Simple Materials:

In the BioWare Aurora Engine we assign one targa (.tga) map to one part. Multi-sub objects are not supported by the graphics engine (except in one specific case, explained later). Create a simple material in the max materials window, which has white in the diffuse, ambient and specular color slots. Then assign one "bitmap" to the diffuse texture slot, and you can then apply this material to any object in your scene. Fairly simple, just try to avoid any other options at this time; I'll tell you more about materials later. In terms of mapping, any type of object mapping works fine. In order to see the texture in game, the texture does have to be copied into your Override directory with the model file, but you can also use the "Get Textures" button in the Aurabase rollout too, which does the same thing. This will prompt you if the new .tga file is different from one previously put inside. The name length of the targa file and material must be under 16 characters (15 to be safe), but the export checks will let you know if names do go above limits.

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