| 01-08-2005, 07:41 PM | #1 |
Guest | The texture doesnt work right in WC3. Any suggestions? |
| 01-08-2005, 10:57 PM | #2 |
what do you want to do with it? |
| 01-08-2005, 11:32 PM | #3 |
Guest | I want the texture to display correctly when the model is used in WC3. |
| 01-08-2005, 11:40 PM | #4 |
you want this texture to be attached to a model? a custom model? |
| 01-09-2005, 01:45 AM | #5 |
Guest | The model is already made along with the texture (Its all in the zip file). However, when i run the model in WC3, it turns out all light-blueish. |
| 01-09-2005, 10:18 AM | #6 |
well, that model is in gmax format. you need to convert it to mdx. look at one of the stickies in this forum, there is a gmax tutorial for this made by Archimonde_Lich |
| 01-10-2005, 04:24 AM | #7 |
Guest | I did convert the model into MDX. The model shows up perfectluy in wc3-just that its all light-blue. I tried converting the texture to BLP but that didnt help. |
| 01-10-2005, 09:31 AM | #8 |
you have to convert the mdx to a text format first. then open it with notepad or something. scroll down untill you see textures. type a path. (i know i dont explain this well, but it is included in that tutorial) lets say you set it to: units\human\rocket\rocket.blp convert it back to mdx. import both blp and mdx, doubleclick the blp and change its path to: units\human\rocket\rocket.blp then save, and restart the editor, reopen it and it should be working. chack that tutorial for more and better details. |
| 01-20-2005, 11:35 PM | #9 |
Guest | Here is the map file with the imported model. The object is already set up properly and you should be able to see that the model is all white for one reason or another. How do i make it so that the model actually has the right texture? |
| 01-21-2005, 04:38 PM | #10 |
A) Make a screenshot of the case. Way more effective to be taken care off. B) white textures usually imply on the fact that the game cannot read the textures properly, which most likely is caused by improper use of the "dimension of 2" rule. Third party programs can read the texture properly though Check the canvas size of the texture. It must be in power of two, that means: 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512 also possible are: 128x256, 512x128 etc You can take the hint I assume? ========================== That only solves the whitepart, for better assistence, next time be more thoroughly in providing information. Copy the header of the textures/animations of the mdlhere for example (check the tutorials) etc etc... |
| 01-22-2005, 12:07 AM | #11 |
Guest | Oh. WHAT IS UP WITH GAMES AND TEXTURE SIZES?! |
| 01-22-2005, 01:00 AM | #12 |
Guest | Oh. How do i get the turret head to animate? as im move with its aim? |
