| 10-08-2004, 07:32 PM | #1 |
Hey i need help i followed the gmax tutorial perfectly, but for some reason, whenever I export (using dexport) to MDL, all the textures on my model don't show! I have several .tga files skinned and UVW unwrapped all over my meshes and when i try to convert to mdl, and view the model in War3, the model is all red with no textues on it! How do I fix this!? (see pic one, from gmax, and then pic two, from war3) Edit : Pic two is here: http://www.wc3campaigns.com/attachme...chmentid=49449 |
| 10-08-2004, 07:46 PM | #2 |
ARGH! (see attached image cuz there's only ONE TEXTURE and it's blank!) |
| 10-11-2004, 07:09 PM | #3 |
I tried to follow the tutorial in the sticky as closely as possible, but it's not working. Any help anyone? |
| 10-12-2004, 05:48 AM | #4 |
how do you use more than 1 skin?! and did you delete the line : ReplaceableId 1, - Valle ![]() btw cool model |
| 10-12-2004, 06:58 PM | #5 |
Oh, well the model's not really mine, or, atleast I didn't make it. Its from WoW, which uses almost the same model format to War3. |
| 10-13-2004, 01:51 AM | #6 |
Your problem is that that thing you circled is blank. Just type the path in there ("Textures\OrcTower.blp" or something, convert back to MDX, have everything set to the right paths, and you should be fine. Also, get rid of the ReplaceableId 1 line. That will make it team color. |
| 10-13-2004, 06:31 PM | #7 | |
Quote:
If your using more than one skin for that model you need to enter aditional texture lines in for each skin. Also need to add in aditional material lines. Then you would find your mesh name, example. Right foot. Find that mesh in your mdl. document and go all the way down to the bottom of it to find its material ID #. If the Right foot mesh used the first skin in your textures then you would make the ID # 0. Or if your Right foot mesh used the second skin in your textures, youd change it to material ID # 1 and so on. You have to do this for each mesh to make sure each mesh gets the right skin applied to it. |
| 10-13-2004, 07:12 PM | #8 |
Dex was never fully finished, and so it doesnt support texture paths /materials mode etc. You have to manually put the path of the texture there (and some more, in case you use multiple textures). In any case, unless you want to fix everytime you export from gmax, I suggest getting 3d studio max 5.1 one way or another (it aint that hard) |
| 10-13-2004, 09:11 PM | #9 |
Ok, thanks Cookie. |
