omg didnt know that,
well that sux cause DDS files are like half the size
Um,
If your model is saved using the tga file in gmax, that is the file Generals uses.
Since gmax can't use dds right now (no plugin. Saving a dds copy is useless.
The only way it is useful is if you have 3dmax and actually apply the dds to your model. Otherwise you are wasting space in your big file.
Saves a step, and some space.
Good basic tutorial BTW
Tebrey
omg didnt know that,
well that sux cause DDS files are like half the size
I know, I keep hoping someone will make a plugin for gmax, nothing so far...
yeah
hehe a whole gmax general game pack will be released soon!
hmm..
When I did my BF109 I set TGA textures on it in gmax.. then I put the .dds version of the textures in the art folder and it loaded up the .dds file..
I think it just takes the name of the texture and uses .dds format instead of .tga.. if it cant find .dds, it'll use the .tga
Note though, I'm not sure.. its been a long time since I did the BF109!
Cheers
Joe
yeah,
i thought that was the case too!
just delete the .tga, en only place the .dds and it should take the .dds
Nice, simple tutorial.
More people should use numbers in the screenshots![]()
I wrote it because I didnt think Proclones one showed the easiest way, i mean i had to work this way out myself but yeah now at least everyone knows how to skin
The Power of dds is great and must be used:
Even if you go through everything using a tga file Generals will still use a dds file.
Let's say you used "demontnk.tga" for all your skinning, if you move it somewhere un-seen by generals and put a "demontnk.dds" in it's place (same content) Generals will use it. Even if the texture name in the w3d file is "demontnk.tga" it will still use "demontnk.dds" if it's there.
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