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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-23-2003, 09:06 PM   #1 (permalink)
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Default Models->Gmax, but no texture

Hi,

Can anybody tell me how to import models into Gmax with the textures. I already know how to import W3D models, but when they are in GMax, they are without their textures.

I've tried putting the texture (.dds) and models in he same folder, in the texture folder in gmax and other things.

Can anybody tell me how can this be done.

Thanks
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Old 11-23-2003, 11:16 PM   #2 (permalink)
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Put the texture (.tga) in the folder.

If that doesn't work then you have to do all that texture applying thing to each part.
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Old 11-23-2003, 11:25 PM   #3 (permalink)
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Sometimes just bringing up the material navigator then selecting the model in perspective restores its textures for me...
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Old 12-08-2003, 02:43 AM   #4 (permalink)
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Here's the Comanche as seen in RenX by me. Ive extracted all the dds ( as tga ) and placed them in the same folder & the "art - textures" folders (incase they need to be in the correct folders ) and still I cant get its skin to display, where am I going wrong ?

Now I looked material navigator and choose "scene - selected" selected the body ( chassis ) & it doesn't list any material except the diffuse which is the lake texture.

It works fine in the W3D viewer ( skin applied 100% correctly ) but not RenX.
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Old 12-08-2003, 08:16 AM   #5 (permalink)
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IMO, the lake texture is placed all over the model and the W3D importer has a problem recognizing the fact that there are two skins. As you said the W3D viewer places the normal comanche skin and then uses the lake texture to create that "shiny" cockpit.

Maybe it's just a bug so that the importer script does not recognize two layers of texture and only applies the uppermost texture on the imported model which is, unfortunately, the lake texture.

I think there is no way to get the skin displayed properly in RenX without reapplying them to the model.
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Old 12-08-2003, 09:02 AM   #6 (permalink)
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231222 is correct.
What you have there is the reflective part of skin map on the apache.

None of the importer scripts available is capable of dealing with importing textures in a proper way. Because the Abjab importer (can import animations) is an encrypted script and the people who possess the non encrypted version are unwilling to share the code, there is sadly no way of improving on the script.

There is no way you can force Gmax to read *.dds files. Your only solution is to convert the *.dds file into *.tga.
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Old 12-08-2003, 10:22 AM   #7 (permalink)
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I thought it may be something like that but wanted to make sure it wasn't something I was missing.


( PS: I've managed to get Gmax to anti alias all edges while in wireframe mode, I cant seem to find where I've set this and cant turn it off. WHile it's pleasing to the eye it can become annoying at times. Anyone know where I'm to look to fix it. :S )
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Old 12-13-2003, 10:22 AM   #8 (permalink)
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My only problem with that, is TGA files don't seem to work with an extra channel of Alpha, and DDS files do... how can I achieve the alpha teamcolor effect (let's say, for skinning Infantry)?

Thanks.
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