I have modified models in 3ds Max before and have exported them to the Toolset just fine. However, this time, I created a new model and applied tii_master to it so that it would look like a curved wall. I must not have done it properly, because it is all black in the toolset when I export it.
What did I miss?
New model black in Toolset
Débuté par
fverret
, juil. 10 2011 12:27
#1
Posté 10 juillet 2011 - 12:27
#2
Posté 10 juillet 2011 - 04:40
Sounds like some sort of texture issue. Is the MAO reference in the MMH correct? There's no vanilla "tii_master" that I can see in Origins or Awakening. The closest I can see are tfi and tvi.
#3
Posté 10 juillet 2011 - 05:30
In the MMH file, it lists the following:
MMH_MATERIAL_OBJECT -> tti_master
MMH_MATERIAL_LIBRAREY -> tti_master
MMH_MATERIAL_OBJECT -> tti_master
MMH_MATERIAL_LIBRAREY -> tti_master
#4
Posté 10 juillet 2011 - 02:12
Be sure theres no new tti_master been created that has bad contents. Also doublecheck the UV's fit the texture in max.
#5
Posté 11 juillet 2011 - 03:16
Thanks for the help. I got that wall to work. However, I have a tower made up of a lot of those, and it shows up neon blue in the toolset. I think the problem is that it only has one texture channel; however, I am a newbie and I have no idea how to add the missing channel.
#6
Posté 11 juillet 2011 - 01:09
Things showing up blue in the toolset is usually a sign of a missing or invalid normal map. For that to be happening using a vanilla MAO/texture set, there must be edited copies in your Override.
#7
Posté 11 juillet 2011 - 06:35
Neon blue appears also when UV Channel2 is missing with Static material.
Theres a tutorial for static models here
Theres a tutorial for static models here
Modifié par Eshme, 11 juillet 2011 - 06:36 .
#8
Posté 13 juillet 2011 - 03:14
I watched the tutorial and most others I could find, but to no avail. You are right about the missing UV channel 2, but I assigned the material properly (I think), and I gave the model two Unwrap UVW modifiers, one for each channel for the second one on top. After assigning the top one to channel 2, I clicked on Reset UVs, as the tutorial said, and I replace them in the UV window. However, when I hit export, it still tells me that the material requires UV channel 2 and that it is missing, and the model is still blue in the toolset.
I also edited the name of the material so that there wouldn't be any override conflict.
I hope I am just missing something obvious.
I also edited the name of the material so that there wouldn't be any override conflict.
I hope I am just missing something obvious.
Modifié par fverret, 14 juillet 2011 - 07:59 .
#9
Posté 16 juillet 2011 - 02:07
It shouldnt, what version of 3dsmax do you have? There isnt anything more to it other than switching one of the unwrap to channel2 ,at least as far my experience goes.
How about a test. Select your mesh, open the listener (press F11) and type "meshop.getmapsupport (snapshotasmesh $) 2"
Does this say true or false?
How about a test. Select your mesh, open the listener (press F11) and type "meshop.getmapsupport (snapshotasmesh $) 2"
Does this say true or false?
Modifié par Eshme, 16 juillet 2011 - 02:07 .
#10
Posté 18 juillet 2011 - 05:27
It says false, and I am using 3ds max 2010.
Here is a screenshot to show the two Unwraps and the model as seen in 3ds max. Note that I am only trying to export the tower, without the windows and the top.
ameruck.net16.net/towerunwrap.jpg
Here is a screenshot to show the two Unwraps and the model as seen in 3ds max. Note that I am only trying to export the tower, without the windows and the top.
ameruck.net16.net/towerunwrap.jpg
#11
Posté 18 juillet 2011 - 04:19
It should say true instead. Im sure you need to click on "edit" for the UV map to be created in the first place. If you just switch nothing happens (i think) But i could be wrong on that. Speak of which you clicked reset UVW's for a channel which prior didnt exist i am doubting you know the meaning behind this button. It recovers the mapchannel from the object below and loads it into the modifier. Thus "any changes you made to the modifier become moot" etcetc
Anyway unless it says "true" nada happens.
You could try to collapse the model, and reapply the UVW's, afterall you wont have to recreate them if they've been there and you know how 3dsmax works this is no big deal
Anyway unless it says "true" nada happens.
You could try to collapse the model, and reapply the UVW's, afterall you wont have to recreate them if they've been there and you know how 3dsmax works this is no big deal
#12
Posté 18 juillet 2011 - 09:57
Well that was simple. I ran the query on both Unwrap modifiers and it returned true, so I collapsed everything, like you said, and then the query returned true on the poly, so I exported the model without adding any modifier, and it worked.
Thanks for your help.
Thanks for your help.
#13
Posté 19 juillet 2011 - 05:42
That because editable Poly/Mesh store all UVW mapchannels. The UVW modifier stores also ,albeit only one channel at a time, but if you collapse the UVW maps are stored into the Poly with the corresponding channel number. The result is that (it) and texturing works without any UV modifier at all. Its no magic, thats how 3dsmax works.





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