| 10-07-2008, 04:49 PM | #1 |
Hi. I've been playing around for some days, trying to get a developing environment up for some warcraft 3 modeling. I'm using 3d studio 7, and so far the Dex script seems to be the most suited for my use. I have a problem however: I can't get the texturing to work (guess you must be tired of hearing that.) What I do is just unwrap UVW and assign a texture to a material slot. After the export I edit the mdl to point to the texture blp, but I cant seem to get it to work. After reading a bit I've been trying stuff like texture\ and etc. but I've had no luck. Either it is covered in teamcolor, or it doesnt show at all. Well, what I really want is some information about whether it is possible to make Dex's script actually write the texture and material information correctly by itself, if this is not possible I'll settle for how I can edit the mdl to make it work (or what I'm doing wrong at all.) I'll post my test files, and thanks in advance for any help. |
| 10-09-2008, 08:28 AM | #2 |
As far as i know you cant get "Dex to save the texture name directly once you have exported the model and saved as an .mdl open it in notepad and near the top there will be a line like this: Code:
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}eg: Code:
Textures 1 {
Bitmap {
Image "Footman.blp",
ReplaceableId 1,
}
}Code:
Textures 1 {
Bitmap {
Image "Textures/Footman.blp",
ReplaceableId 1,
}
} |
| 10-09-2008, 11:41 AM | #3 |
Thanks for your comment. Both code-snippets you suggest however result in my model just being covered in team color. |
| 10-09-2008, 04:16 PM | #4 |
He's a silly billy, that's why. "ReplaceableId" overrides any texture path with whatever is programmed in there, so delete that line entirely. |
| 10-14-2008, 01:52 AM | #5 |
Thank you. That worked perfectly. |
