Import To 3ds Max Problem

GraubartGraubart Join Date: 2003-02-11 Member: 13407Members
<div class="IPBDescription">double filename</div> ok here is what my prob is about.

I wanted to import a model from natural selection into 3ds max.
Worked fine so far, up to the point where i wanted to rename the textures (acutally max crops the assigned filename for the mesh while importing a .3ds to an 8 digit name). Nowthis used to work pretty well with all the stuff i imported to max yet, cause you can just rename the .bmp texture file and max is happy, but the last model i used was a defense chamber from ns, which consisted of two parts.
BUT the two original texture names used to be upgrade_alien_offense_chamber1.bmp (or sth. like this) and upgrade_alien_offense_chamber2.bmp. after cropping the filenames max searches for you get two times the same filename while there is need for two different bitmaps.

do you know a solution to that, like if there is a way to have 3ds max support extended filenames?

'cause if i am honest i am not very willing to do the whole unwrap story for one screenshot.

hope you can help.

Graubart

Comments

  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited February 2003
    Having a similar problem importing to Lightwave, using Milkshape as an intermediary. Get the mesh, but the textures are stripped off as a BMP which it won't recognize.. and the bones are missing as well. Any ideas?

    (Edit: Found a way to get the textures to stay, using a different export plugin from Milkshape. Unfortunately, the bones still get dropped. Once again, any ideas?)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    HL model textures must be stored in a "multi sub material" texture layer when using 3dsmax + HL-SDK model compilers.

    its all explained in the readme of the HL-SDK.
  • GraubartGraubart Join Date: 2003-02-11 Member: 13407Members
    well i didn't plan to compile it. just needed it for some posing.

    but i got rid off the problem way easier then i thought.

    it just worked by assigning the bmp as a new material with the grafic as a diffuse map.

    stayed all in the right position <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    about the bones - sorry noidea as well. i always use bipeds for human posing.
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    an easy way to get by this is to go into the face or poly sub-object mode of Edit Mesh, go down to select by mapping group, and select a mapping group. theyll be numbered, 1, 2, 3 and so on. sometimes numbers get skipped tho. this selects faces by what skin is applied to them, kind of. any ways, once you have the materials in max, just assign to that mapping group, if it looks right, then your set, if it looks wrong, try another map.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    why dont you just import the .smd into max directly? youll have to remove the skin modifier leaving only the editable mesh, then select all the vertices and reweld them. then add a new skin modifier and re attach the skeleton by manually assigning new envelopes and vertex weights.

    before you scream you cant import a .smd into max, yes you can.

    <a href='http://mojo.gmaxsupport.com/Files/scripts/SMDImporter1-0.zip' target='_blank'>http://mojo.gmaxsupport.com/Files/scripts/...Importer1-0.zip</a>

    use that.

    incidentally max truncates the filenames to 8 letters because it still uses an old dos naming system.
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