HalfwayOrb Posted June 2, 2018 Share Posted June 2, 2018 (edited) Exported images from .txd, as .png. png files in same folder where .dff is. Imported the .dff file with Kam's Scripts 2018 (also tried The Hero's dff importer/expoter - same result), in 3ds max 2017. Textures weren't applied automatically. I have to make new materials and apply 'em to a model imported from .dff in 3ds max 2017 manually every time - it's very time consuming. See my video below to get a better understanding. What I'm trying to do is get textures applied to a model automatically after importing. What am I missing/doing wrong? Edited June 2, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
G3ST3RR Posted June 3, 2018 Share Posted June 3, 2018 this should work Link to comment Share on other sites More sharing options...
Tut98 Posted June 4, 2018 Share Posted June 4, 2018 @HalfwayOrb I just wanted to follow up, are you still having issue with displaying textures? Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 4, 2018 Author Share Posted June 4, 2018 (edited) 21 hours ago, G3ST3RR said: this should work Didn't work. 6 hours ago, Tut Greco said: @HalfwayOrb I just wanted to follow up, are you still having issue with displaying textures? Kinda. I ended up having a work-around, but it resulted in 2 new problems. ZModeler 2 - Import .dff. ZModeler 2 - Export .dff to .obj (change "No mesh split" to "Split by groups" under "Wavefront.OBJ Parameters" on the Export dialog). 3DS Max - Import .obj on default settings. Textures are applied automatically. But no dummies, and material names are messed up. Edited June 4, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
guard3 Posted June 4, 2018 Share Posted June 4, 2018 If you render, do textures show up? If not, you need to add the path of the images (a window will open up telling you they’re missing and you’ll have the option to add them). Once you do that and the render is fully textured, go to view>material>shaded with maps. If it still doesn’t show up, make a new project and reimport. 3ds max has saved the texture path and will add them automatically after this Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 4, 2018 Author Share Posted June 4, 2018 (edited) 3 hours ago, guard3 said: If you render, do textures show up? If not, you need to add the path of the images (a window will open up telling you they’re missing and you’ll have the option to add them). Once you do that and the render is fully textured, go to view>material>shaded with maps. If it still doesn’t show up, make a new project and reimport. 3ds max has saved the texture path and will add them automatically after this Didn't work. See: edit: Kam's Scripts 2018 ^^^^ What happens when I use The Hero's .dff importer/exporter: Edited June 4, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
guard3 Posted June 4, 2018 Share Posted June 4, 2018 Is this the case with other models too? Open the material editor, select a material, clear the material texture and add it again manually and try the view dropdown menu again. If it doesn't work, maybe it's Kam's fault. To confirm this, you can copy the bitmap texture from the material editor and change its type from GTA Material to Standard, then add the bitmap again and try to view. If it shows up, then it's Kam's. I suggest you use The Hero's plugins for any DFF editing (if you import anything previously created with Kam's, you'd have to import with Kam's and the convert GTA Material to RW Material) Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 4, 2018 Author Share Posted June 4, 2018 (edited) Yes, happens to all other models too. Followed your suggestions. Clearing a material texture and adding it again manually and then trying the view drop-down menu again got the texture (and nothing else) to show up. Copying a bitmap texture, changing GTA Material to Standard, adding the texture back in, and then hitting the shaded with maps option got the texture to show up too. I imported .dff with Kam's, and converted the .dff file from GTA Material to RW Material with The Hero's. Then did the view dropdown menu again - textures didn't show up - I had to manually hit the reload button for each texture to get 'em to show up. I tried exporting with The Hero's (already converted to RW Material and with the textures - brake2.tga and digits.tga already reloaded (see the video above)) and importing the .dff file with The Hero's back in - the brake2 and digits textures didn't show up, even after hitting the Shaded with Maps option. edit: Used Kam's original scripts (from 2010). Works with 3DS Max 2010. All textures showed up. Converted from GTA Material to RW Material and exported and re-imported with The Hero's in 3DS Max 2010 - all textures showed up. Imported the .dff file (exported from 2010 by The Hero's, and already converted to RW Material) into 3DS Max 2017 using The Hero's scripts - no textures showed up. Guess I'm sticking with 3DS Max 2010 for now. Would be nice to use 2017 because of its better stuff, though. edit 2 - All of textures show up in 3ds Max 2018 with Kam's scripts 2018 and The Hero's scripts after hitting the "Shaded with Map" option. I'm moving to 3ds Max 2018. Thanks for trying to help. Appreciate it. Edited June 4, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
Tut98 Posted June 4, 2018 Share Posted June 4, 2018 (edited) I thought I should share my knowledge with displaying textures in viewports just in case. Add user path for the texture folder you're using and click OK. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-1DAA53B9-4B58-49C6-A1BA-D6E533396A63-htm.html Make sure you have both .tga and .png (I have experienced that The Hero's only supports .tga when importing textures). Next up, navigate to your top left viewport area where you can see quality settings and such. Go to Materials > show materials shaded in viewport. If they still do not show, click on "standard" (quality setting) and set to "high quality". Now they should load. If you're facing transparency issues when loading textures using RW material, set the viewport quality to Performance and do test renders to check how the textures look. Eventually place a light colored box surrounding your object so that you can see more clear how it looks. I remember the very first months starting out at 3ds max, I added all textures manually and I did that for several objects in a scene. I hope you'll sort it out soon, it really is a struggle to do it manually. @HalfwayOrb I will do an image step-by-step guide when I'm home if you're having trouble understanding the method! Edited June 4, 2018 by Tut Greco Link to comment Share on other sites More sharing options...
Rihano_2109 Posted June 5, 2018 Share Posted June 5, 2018 How to make gta sa maps with 3ds max?? Link to comment Share on other sites More sharing options...
Tut98 Posted June 5, 2018 Share Posted June 5, 2018 3 hours ago, Rihano_2109 said: How to make gta sa maps with 3ds max?? Learn environment and building modeling by watching various helpful 3ds videos. Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 5, 2018 Author Share Posted June 5, 2018 (edited) 20 hours ago, Tut Greco said: I thought I should share my knowledge with displaying textures in viewports just in case. Add user path for the texture folder you're using and click OK. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-1DAA53B9-4B58-49C6-A1BA-D6E533396A63-htm.html Make sure you have both .tga and .png (I have experienced that The Hero's only supports .tga when importing textures). Next up, navigate to your top left viewport area where you can see quality settings and such. Go to Materials > show materials shaded in viewport. If they still do not show, click on "standard" (quality setting) and set to "high quality". Now they should load. If you're facing transparency issues when loading textures using RW material, set the viewport quality to Performance and do test renders to check how the textures look. Eventually place a light colored box surrounding your object so that you can see more clear how it looks. I remember the very first months starting out at 3ds max, I added all textures manually and I did that for several objects in a scene. I hope you'll sort it out soon, it really is a struggle to do it manually. @HalfwayOrb I will do an image step-by-step guide when I'm home if you're having trouble understanding the method! Had both .tga and .png already loaded (didn't know The Hero's supports just .tga - will keep that in mind). The user path was already pointed to the .tga and .png files. Switched between high quality, standard and performance. Tried the show shaded materials in viewport option too. Etc. Still refuses the textures to be loaded. Maybe my configuration of 3ds Max 2017 was messed up or something - I did delete the 3ds Max config/info folders in user and reinstalled 3ds Max 2017. Still no good. 3ds Max 2017 on my PC's just messed up. Tried 3ds Max 2010 and 2018 with Kam's and The Hero's scripts - they work fine with loading all textures at once - so I'm sticking with 2018. I faced transparency issues with RW material. Your tips regarding it helps. Thanks. Don't need the step by step images guide. Still should do it though for someone else. Edited June 5, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
Tut98 Posted June 5, 2018 Share Posted June 5, 2018 I'm glad to hear that you've worked out some of the clues. I suggest trying to load a couple of GTA's models into 3ds max and check from there if the textures load. If they do, then it may just be an issue with the taxi model or textures not being named correctly. Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 5, 2018 Author Share Posted June 5, 2018 (edited) 2 hours ago, Tut Greco said: I'm glad to hear that you've worked out some of the clues. I suggest trying to load a couple of GTA's models into 3ds max and check from there if the textures load. If they do, then it may just be an issue with the taxi model or textures not being named correctly. I tried three models (two vehicle mods and the other's an original interior structure .dff from Rockstar's) - all resulted in the same problem (all textures couldn't be loaded at once). Edited June 5, 2018 by HalfwayOrb Link to comment Share on other sites More sharing options...
guard3 Posted June 5, 2018 Share Posted June 5, 2018 (edited) The way you describe some stuff is a bit confusing Anyway, 4 hours ago, HalfwayOrb said: didn't know The Hero's supports just .tga It's not that the plugin does something wrong, it just defaults to tga. If you have PNGs in a specified path and you import the model, the material editor will switch to PNG. But keep in mind, that the image format, or the way 3ds Max displays the model or the texture, absolutely does NOT affect the model in-game. If you need to fix a UVW bug, for example, you can do a workaround for the one texture you need and get done with it. The bitmap names exist in the material. Even though they are not shown in the editor, the plugin will add the necessary material names. The game will load textures from TXDs after all Edited June 5, 2018 by guard3 Link to comment Share on other sites More sharing options...