by Oleg » Sat Jul 02, 2016 11:31 pm
Your materials are not properly converted. Each material requires a conversion or at least an in-game shader adaption assignment. In ZModeler2 it was done on material name by appending shader name like "mesh" in a tail. In ZModeler3 a dedicated field "Adapt" is available on material tile. You can type shader names you need, or use a script convertor by pressing a big button in top-right corner (material with gears).
This relates to warnings "undefined adaptation" and an error "Can not obtain shader material from ...".
warnings on missing texture slots on some materials should also be fixed by assigning textures onto associated texture slots. If your material uses a shader with bump-mapping, a BUMPMAP slot should have a texture in it. You can use dummy textures like univ_normal (or blank_normal, can't remind an exact name), and/or use grey/white/black dummy textures on DETAIL/SPECMAP slots if you don't have an associated texture for your material.
Your materials are not properly converted. Each material requires a conversion or at least an in-game shader adaption assignment. In ZModeler2 it was done on material name by appending shader name like "mesh" in a tail. In ZModeler3 a dedicated field "Adapt" is available on material tile. You can type shader names you need, or use a script convertor by pressing a big button in top-right corner (material with gears).
This relates to warnings "undefined adaptation" and an error "Can not obtain shader material from ...".
warnings on missing texture slots on some materials should also be fixed by assigning textures onto associated texture slots. If your material uses a shader with bump-mapping, a BUMPMAP slot should have a texture in it. You can use dummy textures like univ_normal (or blank_normal, can't remind an exact name), and/or use grey/white/black dummy textures on DETAIL/SPECMAP slots if you don't have an associated texture for your material.