Hello all, I've been working on a map for awhile now and we decided that we were going to make custom 3d portraits of weapons to give it more of a first person feel. I know i shouldn't be making a FPS map so if that is your response I've heard it; go elsewhere kthxbai :). Anyways, I took the marine m3 model. Got it into 3ds max 2011. Deleted all the extra stuff and just left the gun and a few bones so that it would export correctly. Changed the model a bit so I created a new UVW map. Lined everything up nice and neat (Took about 4 hours lol) Created a 512x512 UVW map. Put that in Photoshop CS5 and put some nice textures on it. Exported with the Nvidia plug-in for DDS files. Used DXT5 ARGB 8 bpp | Interpolated alpha. Went back to Max opened up the material viewer and swapped out the diffuse texture with this new DDS i created. Checked the render port in max and the textures showed up real sexy so I started getting excited. Exported the model using NiN's exporter tool into a brand new m3 file and imported that into the Galaxy Editor. The model showed up an ugly purple and I can't figure out why.
Judging by your last screenshot it looks like your issue might be that you did import your DDS files into the map.
Here are some Troubleshooting tips:
In 3DSmax, Make sure you are using "Starcraft 2" for your Material and "Starcraft 2 Bitmap" for your Texture Maps.
In 3DSmax Under M3 Export, There is a section called Texture options. Internal Texture Path is going to be the Directory in which the model will check for the textures. I usally leave this box blank for simplicity. the default location is "Assets/Textures/"
In Galaxy, Open the Import Panel (F9) then Open the Import Menu (Ctrl+ i .) In the Box Labeled Import Path, place that Directory dictated in 3DSmax Internal Texture Path. You may get Directory issues if you import an entire folder. You can change a file's location once its been imported with the Move File option ( Ctrl+M)
Always make sure to Save and Restart Galaxy after any item has been imported.
Hello all, I've been working on a map for awhile now and we decided that we were going to make custom 3d portraits of weapons to give it more of a first person feel. I know i shouldn't be making a FPS map so if that is your response I've heard it; go elsewhere kthxbai :). Anyways, I took the marine m3 model. Got it into 3ds max 2011. Deleted all the extra stuff and just left the gun and a few bones so that it would export correctly. Changed the model a bit so I created a new UVW map. Lined everything up nice and neat (Took about 4 hours lol) Created a 512x512 UVW map. Put that in Photoshop CS5 and put some nice textures on it. Exported with the Nvidia plug-in for DDS files. Used DXT5 ARGB 8 bpp | Interpolated alpha. Went back to Max opened up the material viewer and swapped out the diffuse texture with this new DDS i created. Checked the render port in max and the textures showed up real sexy so I started getting excited. Exported the model using NiN's exporter tool into a brand new m3 file and imported that into the Galaxy Editor. The model showed up an ugly purple and I can't figure out why.
Any Idea's?
Judging by your last screenshot it looks like your issue might be that you did import your DDS files into the map.
Here are some Troubleshooting tips:
In 3DSmax, Make sure you are using "Starcraft 2" for your Material and "Starcraft 2 Bitmap" for your Texture Maps.
In 3DSmax Under M3 Export, There is a section called Texture options. Internal Texture Path is going to be the Directory in which the model will check for the textures. I usally leave this box blank for simplicity. the default location is "Assets/Textures/"
In Galaxy, Open the Import Panel (F9) then Open the Import Menu (Ctrl+ i .) In the Box Labeled Import Path, place that Directory dictated in 3DSmax Internal Texture Path. You may get Directory issues if you import an entire folder. You can change a file's location once its been imported with the Move File option ( Ctrl+M)
Always make sure to Save and Restart Galaxy after any item has been imported.
Good Luck!
Formally Kinkycactus
Thanks man it was definitely the import path in the editor that fixed the issue everything else I had correct