Creating an object that contains a skin not belonging to a material library
Normally, to use a skin for an object, the skin has to be incorporated in some material library, for example:
the skin DOCceilB_D has, as diffuse map, the file DOCceilB_D.dds, and is included in the material library called T3_DOC.mat.
However there are other ways to apply a skin without using the material libraries:
- Exporting the mesh in .TIM format, with other skins assigned, then opening the related .TIM file with an hexadecimal editor (such as Neo Hex Editor), searching for the ASCII name of the texture to replace and replacing it with the name of the texture without material library, providing that the name of the texture you're going to replace is longer than the name of the file of the other texture, minus the .dds, .bmp or other extensions.
- using the following procedure:
This is the material editor:
click on the red-circled box, with the numer 1 on the image, a new window will pop up: this is the Material/Map Browser:
Click on New, in the "Browse From:" panel, then select Ion Shader at the right, and click OK.
Now click on the box just below the label "Map: Diffuse1" and select your texture (it must be in dds format).
Once you've done that, click on the red-circled button numbered 2 in the first image (Put to Library) and enter the exact name of the image file without the extension, so, if the file was DOCceilB_D.dds, you'll have to enter DOCceilB_D.
Click on the white-blue box at the right (Show Map in Viewport), and assign the material to the object through the "Assign Material to Selection" button (same row of the white-blue box, just at the extreme left); the object you've created, or the interested parts of it must be selected in the viewport, of course.
After that, click, on File->Export... and select the .TIM extension, and export your mesh.
There's another thing you have to say about the textures without a material library: even though the Texture Manager is fussy about the names of the texture files (any files must have a different name), it doesn't care how many references you make to a certain texture inside the material libraries. So you can create your own material library including the texture that was without it.
Using the same texture more times inside your Material Libraries
If you want to create more than one reference to a certain texture inside a material library or inside other material libraries, be sure to give to any istance a different label inside the naming the texture inside the material library.