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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 02-29-2004, 05:04 AM   #1 (permalink)
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Default Textures not showing up

I made my own model in Gmax (RenX) yesterday, and got the model ingame today. It is a replacement for the stealth fighter, and I only changed the graphics of the stealth fighter via .INI editing, and placing the converted w3d file into the art/w3d/ folder.

Now when i make a stealth fighter in game, The model shows up fine... But the textures I added to the model don't appear!? What format do the textures have to be in, and how do I make them show up ingame?
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Old 02-29-2004, 05:25 AM   #2 (permalink)
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They have to be in the *.tga format, and you need to put them into the art/textures/ folder. You just need to assign them in gmax and then dump them there, and it should show ingame.
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Old 02-29-2004, 05:32 AM   #3 (permalink)
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actually, .DDS format is preferable... lot smaller and smaller footprint...
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Old 02-29-2004, 05:56 AM   #4 (permalink)
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Thanks, I had the textures in a .bmp and .jpg format, Ill have to convert them, I'll see if it works
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Old 02-29-2004, 06:05 AM   #5 (permalink)
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Thanks!
Works all fine now
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Old 02-29-2004, 07:07 AM   #6 (permalink)
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Yeah, but its best to use tgas for gmax, as it can only read tgas, if i am not mistaken.
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Old 02-29-2004, 11:35 AM   #7 (permalink)
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yeah, just use tga's when youre skinning the model, once the model is exported, resave the skin file as a dds.

Even though the filename is still going to be a TGA, if the is a DDS of the same filename, then the generals engine will read that file first.
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Old 02-29-2004, 03:07 PM   #8 (permalink)
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ya, i just use 3dsmax for my work usually, so it reads both..
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