Textured bdy problem solved

Topics relating to Modeling with Reality Factory.
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Jaguar_jwg
Posts: 96
Joined: Sun May 20, 2007 7:47 am

Textured bdy problem solved

Post by Jaguar_jwg »

:lol: I finally got it licked.
The problem lies not necessarily in MilkShape, but here:

[Page 80 of the m3drf.pdf]

'Every vertex must be assigned to a joint or the export process will fail. The mesh must then be assigned a material, which must be an 8 bit or 24 bit bitmap. Other wise, the texture will not be recognized by the Milkshape export tool and the material will not be added to the BDY file.'

I converted all the bmp files in my export folder to 256 colors(8 bit) and they worked perfectly.
Better yet, it's not even necessary to manually convert them if you have 3dsMax. Just texture your model in max, and export it as an x file (I'm not sure how it will work with a 3ds, but I prefer x). Automatically all the exported textures become 8 bit at 71 dpi. Import your model in MilkShape, and assign the textures to the different groups. When you export it to a bdy, and build your actor, you should be able to view it with ActViewer - textured. :D
UM - UM - UM - Anotherone bites the dust... UM - UM - UM - Anotherone bites the dust....
Voltare
Posts: 263
Joined: Tue Jul 05, 2005 10:36 am

Post by Voltare »

only totally free way would be to make your model in gmax,and use the .key and .nfo exporters.and, since gmax is almost as complex as blender----not quite---maybe you blender guys could use it?
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darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

Voltare wrote:only totally free way would be to make your model in gmax,and use the .key and .nfo exporters.and, since gmax is almost as complex as blender----not quite---maybe you blender guys could use it?
complex? in what way? the only problems are its buggyness,
Herp derp.
Voltare
Posts: 263
Joined: Tue Jul 05, 2005 10:36 am

Post by Voltare »

true.....just wonderin' dark .....is there a gmax .md5(doom 3 mesh and animations) plug-in for gmax?I know it can import animated .obj's.......i'm trying to find a way for blender people to get their art into rf......
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darksmaster923
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Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

Herp derp.
Voltare
Posts: 263
Joined: Tue Jul 05, 2005 10:36 am

Post by Voltare »

wow....this might just "free up" blender!!! i'm gonna give it a test run, and report back......


edit: doesn't work.....gmax exports fine, had to try import .obj....once i got it into gmax....it did the basic blender flipped faces and thrown around vertices thing.( that i always have a problem with when exporting anything from blender and importing it into anything else.)


a no go on this one.......
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