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Thread: Max textured

  1. #1
    Hi.

    I have exported my model to Flashpoint for the very first time.
    It apears completely flat coloured.

    I have unwrapped and textured it in Max.

    How can I make the P3d model to understand that mapping?.
    Does the material has to be named the same way as the texture?....That's what I'm gonna try next but....I run out of ideas

    Cheers
    Oberon "sniper" 3d "I know something you don't"


  2. #2
    make sure the texture dimentions are times 2

    so

    16*16
    32*32
    64*64
    128*128
    256*256
    512*512
    1024*1024

    and so on
    rectangular shapes are also alowed

  3. #3
    Sergeant
    Join Date
    Oct 16 2001
    Location
    UK
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    Author of the Thread
    Thanks for the tip but..............They already are 256x256

    Any other sugestion?.....Maybe when exporting to P3D?

  4. #4
    Ok I'm sure u know but in case: the textures have to be TGA or GIF, and if theyre TGA make sure the apha chanel's right.

  5. #5
    Sergeant
    Join Date
    Oct 16 2001
    Location
    UK
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    Author of the Thread
    Ok. Thanks for your coments but I have no alpha.I must be making a stupid mistake somewhere....

    I'm going to explain my process so anyone can tell me where I'm making the mistake:

    -First I make the model in Max....
    -I make the texture (no alpha so far) as TGA in Photoshop.
    ......hmmm first question...any bit depth?..24, 32..?
    -Then I make the UVW mapping and collapse the model into editable mesh.
    -Something I haven't done (I'm going to try tonight as I'm working right now) is calling the MAx texture the same way as the TGA.
    -OK, then I export the model as 3Ds keeping the Max mapping coordinates.
    -I import it in O2...
    -Here comes my mess....I must confess my crime...I haven't managed to make bulldozer work so I can't see if the textures are applyed... As all the model is textured in Max I didn't thought about messing with Bulldozer to make it work....
    -I set the texture for the polys in the poly properties.
    -I change the TGA as PAC or PAA with Textureviewer (or something like this).
    -I save the model as P3D...compress as PBO and......WTF ;P

    Cheers and Thanks for you help

  6. #6
    OK here u go:

    - make your model
    - make the textures in photoshop and add a new channel called Alpha and colour it all white.
    - save as TGA 32 bit depth (has to be 32)
    - Import in O2
    - FIX UR BULDOZER!!

  7. #7
    Sergeant
    Join Date
    Oct 16 2001
    Location
    UK
    Posts
    120
    Author of the Thread
    Bulldozer fixed and showing texture

    .....I'm going for that 32 bits ;P

  8. #8
    Sergeant
    Join Date
    Oct 16 2001
    Location
    UK
    Posts
    120
    Author of the Thread

    Thumbs up

    Done....

    All fixed now, and textures showing perfectly.

    Cheers mate.....you are the one

  9. #9

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