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DaSquade

Texturing in 3dmax

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Hi, i was wondering if it's possible to import models that i'm making in 3Dmax (textured in 3Dmax!!). I remember once (in my USS Nimitz topic) someone had written it was possible, but i can't import the model in O2 once it is textured in 3Dmax. Mybee someone could help me out? (i notice O2 converts Max default textures (colour texture, not map texture) good. Converting it to a paa. file. I tried it with TGA files, but that didn't worked. Help?

PS: i tried the "search" sad_o.gif

I really prefer to work in Max, then in O2.

So if someone how experience in texture trhough max, plz help me.

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Just export your object from MAX to 3ds format (through File menu) - make sure that 'use max texture coordination' is checked. Then import it to O2 - if you'll place the TGA textures in the correct location (described by the path and prefix in the O2 Import dialog) - they'll be automatically converted to paa/pac format.

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smile_o.gif  Thanks for THAT reply!! Will try it somewhere tonight. If so...good news for my Nimitz!!!

Maybee just a fast question about the textures: TGA 32 (or 24bit)? (already made 24bit TGA  sad_o.gif  ,but still got jpg's full quality). One thing (better test before ask, but anyhwo)...if all set well, O2 will also import 3Dmax UVWmapping (with adjusted Gizmo?)..

Anyway, thanks for the help AirwolfPL!!!

EDIT: still not tested it sad_o.gif but i still had i question about the PATH? Since i guess that's my O2 texuring problem.

O2 installed under: C:\ofpedit\o2

Buldozer " " : C:\ofpedit (works fine with SUSB Z: patch)

but i still don't really know where to place my:(folder)

USSNimitz68 (AddonFolder)\Nimitz68A (B-C-D-E-.. .pbo)

I (hmm) always use C:\USSNimitz68 (so directly on my C:\)

Anyway, now that i "know" it's possible,...

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smile_o.gif  Thanks for THAT reply!! Will try it somewhere tonight. If so...good news for my Nimitz!!!

Maybee just a fast question about the textures: TGA 32 (or 24bit)? (already made 24bit TGA  sad_o.gif  ,but still got jpg's full quality). One thing (better test before ask, but anyhwo)...if all set well, O2 will also import 3Dmax UVWmapping (with adjusted Gizmo?)..

Anyway, thanks for the help AirwolfPL!!!

EDIT: still not tested it  sad_o.gif  but i still had i question about the PATH? Since i guess that's my O2 texuring problem.

O2 installed under: C:\ofpedit\o2

Buldozer " " : C:\ofpedit (works fine with SUSB Z: patch)

but i still don't really know where to place my:(folder)

USSNimitz68 (AddonFolder)\Nimitz68A (B-C-D-E-.. .pbo)

I (hmm) always use C:\USSNimitz68 (so directly on my C:\)

Anyway, now that i "know" it's possible,...

TGA textures should be 32bit AFAIR.

There should be no problems with UVWmapping - but remember to collapse your modifier stack (into Editable Mesh) before exporting model to 3ds format. Be aware, that mapping properities set by material editior won't be converted - so use only those set by mapping modifiers.

The best place to set your addon folder is inside your's buldozer folder (c:\ofpedit in this case) otherwise you'll have missing texture warnings etc.

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Thanks again for the info, gonna check this out this weekend (if i got the time).

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Hmm, maybee a late reply, but NO problems at all. Thanks again AirwolfPL!  wink_o.gif  It works perfect, didn't had any map errors. I only tested UVWmapping, and only use the UVW tile-ing (not material editor). I used TGA32bit textures, and O2 converted every map good (quality drop but normal  sad_o.gif  ). Just one thing didn't worked so far, was trying to import transparent textures. I tried a TGA with alpha channel (hmm...transparent part is turned into white   crazy_o.gif , but when i converted it it's grey, so normal is guess). In MAX my texture isn't transparent, the white is white and not transparent. (can't use transparent mode in the material editor i guess?) Also when i try to replace the converted texture (from TGA original) with a self-converted (texView) paa (also tried a pac) during importing to O2, thetexture isn't shown in O2.

Anyway, for those how have problems texturing or modelling in O2, try using 3Dmax  biggrin_o.gif

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Hmm, maybee a late reply, but NO problems at all. Thanks again AirwolfPL!  wink_o.gif  It works perfect, didn't had any map errors. I only tested UVWmapping, and only use the UVW tile-ing (not material editor). I used TGA32bit textures, and O2 converted every map good (quality drop but normal  sad_o.gif  ). Just one thing didn't worked so far, was trying to import transparent textures. I tried a TGA with alpha channel (hmm...transparent part is turned into white   crazy_o.gif , but when i converted it it's grey, so normal is guess). In MAX my texture isn't transparent, the white is white and not transparent. (can't use transparent mode in the material editor i guess?) Also when i try to replace the converted texture (from TGA original) with a self-converted (texView) paa (also tried a pac) during importing to O2, thetexture isn't shown in O2.

Anyway, for those how have problems texturing or modelling in O2, try using 3Dmax  biggrin_o.gif

Place this texture on your _damn_I_don't_remember_it's_name_ (perhaps diffusion ? - I'll check this when I'll back home) slot of your material. You'll have transparent material in MAX (where white isn't transparent and black is).

Edit:

OK

It's Opacity slot - put your transparent TGA (same you're using as texture) there and then check Mono Channel Output: Alpha option in it's properities.

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Hello guys

@ AirwolfPL

I was able to get my .3ds model into o2 without any errors and it looked like the texture got converted but all I get is a wire frame of my cube?

Also, the only option I have in the save-as dialog box of o2 is a (.p3d) file:

I’m not really sure what do with this .p3d? Doesn’t the file have to be a .pbo?

I’m a little lost as far as what to do at this stage; any tips would be greatly appreciated?

Thanks in advance

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A p3d file is the format of the model files used in OFP.

This is then stuffed, along with its config.cpp and any other files the model might need, into a PBO file.

A PBO file is a collection of files packed together much like a zip file.

You will need to use StuffPBO or a similar utility to make your PBO.

Planck

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Hello Planck, Thank you.

I have used StuffPBO before so that’s not a problem, I guess what I don’t get is why my model is showing up as a wire frame. I did everything the Instructions said to here

http://www.flashpoint1985.com/breathe/ins.html

I also have the boldozer viewer installed as the instructions said.

Now about the config.cpp file, doses that file get generated when you import your 3ds file into o2? I mean I’m not relly sure where this .cpp file needs to be put when packing my model up with StuffPBO?

The instructions at that link were very limited, there are still a lot of questions.

can anyone lend any tips to make this importing go smoother? All I want to do is import basic geometry such as power boxes and other decorations texture in 3ds max.

by the way, the texture i'm using on my models is a 32bit Tga

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Ok, I got my model loading well, the only problem I’m having now is getting the bulldozer to exit while I’m in o2?

Now that I’ve gone into the viewer, the only way to exit it is to press Ctrl-Esc

Also, now when I start o2 up, the viewer opens in the world even if I do not have a model loaded. Is there a setting I forgot to make?

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