Search the archive:
YaBB - Yet another Bulletin Board
 
   
 
Page Index Toggle Pages: 1
Send Topic Print
No textures in FS!No textures in FS! HEEEEEEEELP!! (Read 103 times)
Nov 25th, 2003 at 7:11am

Mike Thurman   Offline
Colonel
Mmm, forbidden donut!!
Umm, underwater

Gender: male
Posts: 1061
*****
 

Ok heres how it goes.......

I have an F100 in Gmax. I texture it ( 24 bt ) and export. I convert to a 32 bit and save. I decide i dont want 32 bit. So i change to DXT3. and i save. The textures dont show in FS!!!!!!!!! I REALLY NEED HELP!!!!!!!!
 
IP Logged
 
Reply #1 - Nov 25th, 2003 at 9:15am

Katahu   Offline
Colonel

Gender: male
Posts: 6920
*****
 
Did you apply the alpha channel? I'm assuming that you are trying to make reflections.

The following steps will assume that you have DXTBmp installed.

First, open the 24bit image. Then, import the alpha channel. And finally, save it by clicking "Save Extended Image" and the new file under DXT3-with-Alpha format.

Also make sure that the texture file has a *_t as its suffix.

For example. My_Textures_t

If you do not put that *_t before and you apply the alpha channel, FS will interpret it as a transparent texture.

Or, if the texture file doesn't have the *_t and without the alpha applied, it will probably appear as a white surface on a visual model that has been applied with.

This should clear things up for you.
 
IP Logged
 
Reply #2 - Nov 25th, 2003 at 9:18am

Katahu   Offline
Colonel

Gender: male
Posts: 6920
*****
 
One more thing.

It's always best to properly set the textures in Gmax [even converting the textures] BEFORE you export the visual model.

In the material editor of Gmax, also make sure that [after converting the texture] you reload the texture so that visual model in Gmax will appear bark-greyish.

This approach should help you feel more confident and can help you get an idea what's really wrong.
 
IP Logged
 
Reply #3 - Nov 25th, 2003 at 9:21am

Hagar   Offline
Colonel
My Spitfire Girl
Costa Geriatrica

Posts: 33159
*****
 
I'm sure Felix will confirm that it's the simple things that usually catch you out.
Make sure you save the converted textures using their original file names. Also make sure they're in the Texture folder of your aircraft. These are by far the most common cause of texture problems.

PS. If this is your own project use file names without spaces. Use an underscore to separate words if you wish.  Check that these file names are assigned in Gmax & used in your project.
 

...

Founder & Sole Member - Grumpy's Over the Hill Club for Veteran Virtual Aviators
Member of the Fox Four Group

Need help? Try Grumpy's Lair

My photo gallery
IP Logged
 
Reply #4 - Nov 25th, 2003 at 9:25am

Katahu   Offline
Colonel

Gender: male
Posts: 6920
*****
 
If you are planning to make non-reflective textures, then follow this if you are using DXTBmp.

Open the texture file and save it by clicking "Save Extended Image" and save the file in the same name to overwrite the old one [I forgot to tell you this on my previous posts]. This time, make sure that it is in Extended 16Bit 565 format as you save.

Also make sure that texture has been named with the *_t as I said before.

Don't forget to reload the texture before you export the model.
 
IP Logged
 
Page Index Toggle Pages: 1
Send Topic Print