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Working with PLTs in 3DS Max


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#1
Cestus Dei

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Well now.

I've this *fine* bit o' jewelry from the Lady Estelindis, but when I import it into Max, I lose the texture map (which is a PLT).

I've tried buildin' a TGA texture with the same name, but that just don't map neither. 

Now, the work the Lady did was wonderfully fine and I do *not* want ta lose it nor mess it up, so my question is this:

When dealing with a PLT mapped model, how do you work with it in Max without losing the mapping info?

Will I need ta be askin' fer the original Max files and text editing the final mdl file to replace .tga with .plt?

I *do* have the plt plug-in fer GIMP and know me way around text editing mdls, an such. But PLTs an' MDLs? I'm scratchin' me old head on that one.

*orders a round o' ale fer those as helps out*

#2
lordofworms

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just make a TGA the same filename as the .plt without the .plt extension, then open up your material editor (m) in 3ds max, choose diffuse and select the TGA you created. and then drag the material onto the object.

NWN will reassociate the TGA mapping with the PLT mapping if a PLT exists.

#3
Cestus Dei

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Ahhh. I'll do that, then.

I *did* create a TGA with the same name, but dropped it on the model directly without doin' anything with the material editor. no effect, except to remap everything all wonky. 'Tis the old, meticulous mappin' I'm tryin' so hard ta preserve.

My thanks, Lord.

*raises his mug*

#4
_six

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If you need to preserve the layers, Max also supports psd textures. Although if you save an updated version of the texture, it may not auto-update in the scene.

#5
lordofworms

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let us know if this worked for you, I can walk you through it step by step if need be. Just ask (:

#6
DMSelena

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*raises hand*

I'm asking for the steps, please.