BLlTZ Posted January 30, 2012 Share Posted January 30, 2012 A short story: I'm working on a mod that requires some modding with 3DMax and now my progress just got stuck from an issue that I really don't know how to fix it. I'm using 3Dmax for the first time and I read from here couple of things and from youtube too although I haven't found the answer. When I import a .dff into 3DMax and then I extract it, I get THIS in the game and Med Editor. It seems that and I don't know why some objects that requires transparent/alpha texture are going like this. I noticed as well that other objects that are with transparent texture/alpha are working correctly compare with this models even after I import and export them. I know I have to go to Render -> Material Editor -> Compact Material Editor -> Standard -> GTA Material -> Color - BMP and for alpha BMP and drag the texture into the model or I'm missing something. Another problem to these objects is like it has two same layers and flickers between them when I try to export them from 3Dmax. Link to comment Share on other sites More sharing options...
Frank.s Posted January 30, 2012 Share Posted January 30, 2012 (edited) Some SA map models have double faces, i encountered that problem while trying to fix the cols for the IVSA mod. The only solution i found was to manually delete the extra unneeded faces your self, quite time-consuming though. As for the alpha bug, it's caused by you using the material editor incorrectly. Try these steps. 1. Empty 3dsmax scene, no objects. 2. Import the original SA dff. (set the correct texture format in the dff IO rollout before clicking import dff though) 3. Press the M key to show the Material Editor. 4. Click the "dropper" tool then click the mesh and that will show the objects materials in the Material Editor. 5. Close material editor becuase you don't need to even use it, this was to show how to use Material Editor efficiently. To show the textures in the 3d viewport straight after importing the dff, click "show maps in viewport" or "activate maps" (it's written differently in different 3DSMax versions). Also make sure you set the dff import texture filetype the same as the actual textures filetype. ie. bmp. Edited January 30, 2012 by Frank.s Link to comment Share on other sites More sharing options...
BLlTZ Posted January 30, 2012 Author Share Posted January 30, 2012 (edited) Oh, thank you. I will try it very soon today. Yes indeed, it has double faces. First time, I deleted myself that extra faces, but I was ending with a combo of white and normal texture so I had to check and mark which has to go and which has to stay because the upper face can be white and the lower can be normal when other faces can be vice-versa. Do you know the reason why R* made them in such way, even so, most of the objects have double faces but they aren't glitching. Edited January 30, 2012 by -BLITZ- Link to comment Share on other sites More sharing options...
Frank.s Posted January 30, 2012 Share Posted January 30, 2012 Do you know the reason why R* made them in such way, even so, most of the objects have double faces but they aren't glitching. My guess is that it might be an incompatibiliy between the unofficial KAMS scripts importer and R*'s official exporting tools. Link to comment Share on other sites More sharing options...
foxunitone Posted January 30, 2012 Share Posted January 30, 2012 A little trick I do when working with alpha layers is this: Load/create my object Apply the NON alpha image to the object and map it. Let just say the image is named THING. The model will now call for and apply the texture THING in game. Now I open photoshop. I create the ALPHA layer that goes with THING and save it as THINGA Next I go into TXD workshop and add the texture THING. THen I switch it to ALPHA view and Load THINGA I next select DXT1 compression (I think, been a while. May be DXT3) THen save. Try it like that. The model wont know the difference and it removes the buggy issues of trying to do it in Max. -Fox Link to comment Share on other sites More sharing options...
BLlTZ Posted January 31, 2012 Author Share Posted January 31, 2012 Thank you Frank, you saved me. And I releaze something; you don't need to choose randomly until you get the right face, because the layer behind the first one has a difference view, as you can see, the second face has a less color saturation and the first one is more intense. In that way, you just need to click a few times until you get the second face and just drag the texture on to it. I don't see any flickering between the two faces when I'm in the game so that's just fine. On my Max, Activate all maps, doesn't show, but with Standard Display with Maps is working. Now, there is one little thing. When I'm in the game, and I move my view the objects disappears at some angles ? Is .dff having any issues. I'm using the .dff as .lod object. Link to comment Share on other sites More sharing options...
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