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Texture Issue (Read 150 times)
May 14
th
, 2005 at 2:43pm
JABO-DEV
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Colonel
creator of the "Pioniers
of Aviation" Project
Indiana USA
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Posts: 45
Hi all, was hoping someone could help me with this one, Modeled a GeeBee racer in Wings3d/3d studio max 6. mapped/Textured then exported to .3ds, imported into G-max for makeMDL, when I load it in my FS2002, everything is good but no textures, in G-max it shows that the bitmap files are being linked and in the material editor it shows them too, For the life of me I can't find the problem, but then again I am very new to G-Max, any help? thx for ya time
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May 14
th
, 2005 at 3:55pm
Katahu
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Did you remember to change the bitmap format of the texture to either DXT3 [when using alphas], 16 bit [with no alpha]?
If not, you should do so because the FS game engine will not understand 24 or 32 bit color formats. Also, change the texture format that is linked to the model in Gmax to FS-readable formats PRIOR to exporting [just to be on the safe side].
DXT3 with Alpha - This format is for textures that have an alpha applied to it [with either DXTBmp or Imagetool - these are texture formating tools] and is used to create either reflections or transparencies.
*note* For a reflective effect, ad the suffix *_t.bmp to the texture in question. ex: Main_Texture_t.bmp. Exclude the suffix for a transparent effect.
16 bit - This format is commonly used for textures that don't have an alpha applied and results in a flat [not glossy - if the specular is not used] color surface of the model.
*note* Recommend using the *_t.bmp suffix just in case.
8 bit - This format is commonly used for lightmaps that create an eluminating effect on the model.
*note* Lightmaps are textures that have the suffix *_l.bmp appended to the texture in question. Ex: Main_Texture_l.bmp is rendered by FS along with the Main_Texture_t.bmp texture that is already applied. You don't need to apply the lightmap in Gmax. Just append the suffix and set format and FS will do the rest.
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May 14
th
, 2005 at 4:33pm
JABO-DEV
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Colonel
creator of the "Pioniers
of Aviation" Project
Indiana USA
Gender:
Posts: 45
I'm using photoshop, and my save options for .BMP are
1BIT, 4BIT, 8BIT, 24BIT
It was saved as a 24bit 1024*1024, and I have two of them as my main texture,
also I get a error with makemdl.exe" MSXML4.dll could not be loaded, config files will not be read" but it exports the model just fine, and I can see the seams on the model from the unwrap, I need to find a image editor with 16bit.bmp save option? thanks for your reply
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Reply #3 -
May 15
th
, 2005 at 2:29am
JABO-DEV
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Colonel
creator of the "Pioniers
of Aviation" Project
Indiana USA
Gender:
Posts: 45
That was it, saved the textures as 256 colour and it worked perfectly! thank you very much for your help:D
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Reply #4 -
May 15
th
, 2005 at 3:54pm
Katahu
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Posts: 6920
No problem. It took me quite a long time [years actually] to understand the process and how the file/folder structure is handled by FS.
I had the same issue regarding the export process you described [the export error thing]. Hey, if it works just fine, don't worry about it.
It's best to understand how the whole system works so that you can better avoid the same problems later on in your future projects.
EDIT: I wonna correct what I said about the lightmaps [*_l.bmp]. You do have to link the textures in Gmax. However, all you need to do is simply open the material editor > pick the material [the applied texture] in question > click the title that says "Maps" > select the bar that is next to the work "self-iluminated" and look for the texture that has the suffix *_l.bmp appended to it.
All this seems complex to you, but it's easy. There is a tutorial in the FFDS website that shows how to apply lightmaps.
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