Quote:
Originally Posted by gap
Another small suggestion for improving your Editor: when, from the 'Textures' tab, we set a new texture path for one of the existing textures, the texture of all the material maps using that texture is updated. At least this is what I can see from model's render preview and from Materials tab' tree view ('Texture' field). Yet, if I right click on one of the updated maps and I select 'Edit', I can clearly see that its 'bitmap' and 'File Name' ExtendedData properties still point to the old texture path/name. In my experience, updating those fields manually causes the file to get corrupt, so the only way to make them pointing to the right texture, is exiting from the ExtededData editor, right click on the 'Texture' field in Materials' tree view, select any other texture among the ones available, and finally re-select the wanted texture.
Is there any way that you can fix that? ![Hmmm2](images/smilies/scratchchin.gif)
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I'll look into that tomorrow
v 1.1.452.1 released. See post #1
Fixes problem gap found with deleting Materials
NOTE: deleting unneeded Materials needs to be THE LAST thing you do to the file. Reason being I 'grab' the ExtendedData blueprints from all the materials in the GR2 file. If you change a Material and the app needs a different blueprint for the Material and it doesn't exist then you're screwed. I was lazy and used the easy way of grabbing the ExtendedData blueprints from the existing materials