I was under the impression you were talking about diffuse/specular/normal/emissive/alpha not displaying in 3ds max. I didn't read your question about the multi-material well enough I guess. Tobyfat50 is correct, the sc2 composite material is much different than a multi-material. The easiest way to get around the limitation is to break the model into several objects and apply a separate material to each one. The only real use for sc2 composite I have found is to enable creep to grow over a standard material.
The times I have had similar issues it was because I had moved or removed the texture from the place the editor was looking for it. When I wasn't using mopaq paths it was because I had moved the folder on my computer. And when I did use mopaq paths it was because the texture was not imported to the map I was using to test. I usually like to keep a test map with all of my models and textures open any time I preview, otherwise it defaults to the test map which only has blizzard textures loaded
I am not sure on your first question, I haven't run into that error before.
For the 3rd issue though when you are in the diffuse texture of the material one of the buttons just above the drop down box is "show standard map in view port", make sure that is selected and you should see that texture on the meshes with that material applied.
As for the warnings in the editor they are just letting you know that it is using the material from the folder on your computer instead of a library within the map file. When you export use the export floater and make sure use mopaq paths is checked to prevent that from happening. You will also need to import the texture into the map.
The art tools only displays one texture of a material at a time, but in engine all of the textures are applied. Most of the time this is enough to give you a rough idea of what the object will look like, but I almost always preview the model between changes to make sure things are working correctly.
Generally when I have an animated model that I am working with that I need to attach a part to I import a model mesh, and complete model. Then you can detach whatever you want from the mesh model and attach to the complete model without losing your bone attachments.
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I was under the impression you were talking about diffuse/specular/normal/emissive/alpha not displaying in 3ds max. I didn't read your question about the multi-material well enough I guess. Tobyfat50 is correct, the sc2 composite material is much different than a multi-material. The easiest way to get around the limitation is to break the model into several objects and apply a separate material to each one. The only real use for sc2 composite I have found is to enable creep to grow over a standard material.
@PharaonicAssault: Go
The times I have had similar issues it was because I had moved or removed the texture from the place the editor was looking for it. When I wasn't using mopaq paths it was because I had moved the folder on my computer. And when I did use mopaq paths it was because the texture was not imported to the map I was using to test. I usually like to keep a test map with all of my models and textures open any time I preview, otherwise it defaults to the test map which only has blizzard textures loaded
@PharaonicAssault: Go
I am not sure on your first question, I haven't run into that error before.
For the 3rd issue though when you are in the diffuse texture of the material one of the buttons just above the drop down box is "show standard map in view port", make sure that is selected and you should see that texture on the meshes with that material applied.
As for the warnings in the editor they are just letting you know that it is using the material from the folder on your computer instead of a library within the map file. When you export use the export floater and make sure use mopaq paths is checked to prevent that from happening. You will also need to import the texture into the map.
The art tools only displays one texture of a material at a time, but in engine all of the textures are applied. Most of the time this is enough to give you a rough idea of what the object will look like, but I almost always preview the model between changes to make sure things are working correctly.
Generally when I have an animated model that I am working with that I need to attach a part to I import a model mesh, and complete model. Then you can detach whatever you want from the mesh model and attach to the complete model without losing your bone attachments.