I'm having an issue getting my alpha channel texture (for my ribbon particle emmiter) to export along with my diffuse for the current model I am working on.
It is not essential to have this texture, but it would be really nice. I have gotten it to show up in the preview in the cutscene editor before, so I do know that it is possible that it works.
I have discovered that exporting with files stored on G drive doesn't work, essentially everything has to be on the same drive in order for the export to work?
This isn't a big deal either, but it is kind of a hassle.
Here's an image of the various problems in different variations in trying to export the model.
I thought there was an issue with the settings of 3DS max or the texture itself, but it's apparent now that it simply isn't exporting to a .dds and being incorporated into the mod.
Commit is bugged. Don't use commit. First export with "make dds", then export with "use mopaq paths" to produce an m3 that looks in assets/textures/. Then manually place files in project.
I personally couldn't get alpha channel for A to on ARGB textures to actually work for some reason in a lot of cases and had to use specific alpha textures for those cases. Not sure if that's me being stupid or not.
I haven't tried a 48x48 texture. I don't see why it wouldn't work, but you never know. Make sure you don't have mipmaps saved with your textures - sc2 doesn't use them properly anyways from what I remember (it generates its own).
I always use TGA as my source and I use export exclusively.
I'm having an issue getting my alpha channel texture (for my ribbon particle emmiter) to export along with my diffuse for the current model I am working on.
It is not essential to have this texture, but it would be really nice. I have gotten it to show up in the preview in the cutscene editor before, so I do know that it is possible that it works.
I have discovered that exporting with files stored on G drive doesn't work, essentially everything has to be on the same drive in order for the export to work? This isn't a big deal either, but it is kind of a hassle.
Here's an image of the various problems in different variations in trying to export the model.
I thought there was an issue with the settings of 3DS max or the texture itself, but it's apparent now that it simply isn't exporting to a .dds and being incorporated into the mod.
Thanks
Commit is bugged. Don't use commit. First export with "make dds", then export with "use mopaq paths" to produce an m3 that looks in assets/textures/. Then manually place files in project.
I personally couldn't get alpha channel for A to on ARGB textures to actually work for some reason in a lot of cases and had to use specific alpha textures for those cases. Not sure if that's me being stupid or not.
I'm not exactly sure where these .dds files are supposed to show up.. but they aren't...
If I try to export without "Use Mopaq Paths" 3DS max crashes...
When exporting there is no mention of any textures being converted, yet "Make DDS Files" is check marked.
I have no idea whats going on..
Thanks
That is really odd. Have you tried using a different format for your source textures?
Switched to another pc... same issue...
Here's the source files... Maybe you will have better luck?
Thanks
I noticed the following error when trying to export again...
15 Error Texture found which has mipmaps and isn't a power of 2: 07 - Default
The ribbon texture is 48x48... Does it need to be 32x32 or 64x64 in order to play nicely?
...Turns out it helped, but still no ribbon in game.. :/ (commit shows no errors)
-Update-
However, the ribbon_trail.dds now shows up within the archive for the first time.. I'll do some more digging
Tried making another ribbon_trail.png... didn't help, also tried tga... (was able to do 24 bpp (as it likes?).. Still nothing.
This is a rather small part of my project, but I want to be able to use particles elsewhere of course...
I haven't tried a 48x48 texture. I don't see why it wouldn't work, but you never know. Make sure you don't have mipmaps saved with your textures - sc2 doesn't use them properly anyways from what I remember (it generates its own).
I always use TGA as my source and I use export exclusively.
I still don't get any textures to export when exporting..
Have you tried manually converting them to dds and importing them yourself?
Well, the ribbon texture is included in the mod now.. But still doesn't work.
And no I haven't tried that, I don't see what good it would do.
So I got to add a weapon to the unit, and it magically fixes the texture?
Right.
Thanks for your help c: The editor still eludes me in many ways.
That is really, really weird.