Custom model has no texture

slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
So I made a custom model in 3ds Max, gave it a texture, exported it, and everything worked except the model will not show it's texture.

<img src="http://filesmelt.com/dl/whynotexture.jpg" border="0" class="linked-image" />

The output window gives no errors and neither does the builder. The viewer shows that it's there, but it has no texture on it.

My material file looks like this:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->shader = "shaders/Model.surface_shader"
albedoMap = "models/arch_uv.dds"
specularMap = "models/arch_spec.dds"
surface = "thin_metal"<!--QuoteEnd--></div><!--QuoteEEnd-->

The only thing I can think of that could be causing this is that 3ds Max isn't actually assigning the material. It shows the material on the model in 3ds Max, so I assume I have that right.

What could I be doing wrong here?

Comments

  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited December 2012
    Check out this post: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126298&view=findpost&p=2049859" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=2049859</a>

    The key is to edit the DAE's "library_images" section, and make sure the textures are in the same source folder as the model.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    That link helped. It seems the 3ds Max version I'm using doesn't really work with exporting .dae files. I managed a work-around with Milkshape 3d, but I'll need to find a better solution for the time being.

    Milkshape 3d completely skews the scale of the model when I import it.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I can't help as I can't even get the export plugin to work properly with my versions of 3d max. They are working on it and im sure it'll be fixed and improved soon. I've just given up with trying to get models in game for the time being... After spending several days on it, and getting nowhere I've decided to just model stuff and wait for an update. I just don't have the time or patients to deal with the exporter it in its current state. Though I am interested in your milkshape work-around. If you manage to sort the issues I'd love to hear about your process.
  • WhiteDevilWhiteDevil Join Date: 2012-09-16 Member: 159559Members, Reinforced - Shadow
    edited January 2013
    Using 3dsmax9 to exporting which the .DAE plugin is made for, I don't see any problems with that.

    Don't be confused how to export to NS2, wiki says it all.

    Since 3dsmax already comes with a way to export to .DAE file which is a unsupported format, you need to load the plugin NS2 comes with which only works with 3dsmax9 and only then you can get models which show up correctly in the game.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    open collada plugin with max2012 works OK for me. (basic props)

    Still need to edit the "library_images" section though, as stardog said. Should be addressed in the future, from what I know theyre trying to get things working well with the open collada plugin as their own only works with 2009.
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