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Unable to export DFF with image applied to model


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I am trying to UVW map a skin for one of the default pedestrian models of San Andreas.

 

When I edit the DFF model and export it without applying an image to the model, it will export fine.

 

However, when I apply the image to the model, it provides me with this error:

 

https://imgur.com/3bc6s1q

(Unknown property: "Diffuse" in Material #45:Physical_Material)

 

I am using Kam's Max Scripts on the 2021 version of 3DS Max.

 

Is there something wrong with the way I am applying the image? I am simply dragging the .png file from the folder onto the model, although this has worked for me in the past.

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Max 2020 or 2021 defaults to Physical materials instead of the old legacy format Scanline.

 

That means any model you import will have Physical material instead of RW/GTA material, and your material editor will create Physical materials as default materials.

 

None of the GTA exporters understand the Physical format hence you may want to revert your preferences.

 

Customize -> Custom Defaults Switcher -> Set as MAX.Legacy.

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  • 9 months later...
-Gaming4Life-
On 12/30/2020 at 3:58 AM, Tut98 said:

Max 2020 or 2021 defaults to Physical materials instead of the old legacy format Scanline.

 

That means any model you import will have Physical material instead of RW/GTA material, and your material editor will create Physical materials as default materials.

 

None of the GTA exporters understand the Physical format hence you may want to revert your preferences.

 

Customize -> Custom Defaults Switcher -> Set as MAX.Legacy.

I tried that but still get that issue too  https://imgur.com/a/ElSDeu5
OP have you managed to fix it?

Edited by TTGMR
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-Gaming4Life-
17 hours ago, Tut98 said:

You will need to re-import the model or convert each material to GTA or Standard material.

How do i convert them?

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3 hours ago, TTGMR said:

How do i convert them?

If the textures are opaque and has no special values, you'll just want to copy the texture map, turn physical material into a Standard material and paste the diffuse map into the diffuse channel of the material.

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