Import To 3ds Max Problem
Graubart
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
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
(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?)
its all explained in the readme of the HL-SDK.
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.
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.