Found that it only happens when the materials are set to battlefield_Rs / BfRsShader
If you change the material to a standard scanline bitmap for instance, it will export properly with the correct names ignoring the material-names in 3dsmax. When using the Battlefield_rs material, it will use the material name from 3dsmax on export.
Battlefield_rs material, exported as "box rs" (material name "01 - Default")
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subshader "01 - Default" "StandardMesh/Default"
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subshader "box bitmap_Material0" "StandardMesh/Default"
When exporting it will only export the amount of actual material id's found on the mesh.
If your mesh has 3 different materials, 1,2 and 4 (0,1 and 3 in RS as it starts at 0) so the third material is unused and will be skipped
Material2 is missing which would have been the third material in this list, it is not found on the mesh making it not included in the exported files.
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subshader "box_Material0" "StandardMesh/Default"
subshader "box_Material1" "StandardMesh/Default"
subshader "box_Material3" "StandardMesh/Default"