Render to Texture Max 7
by Jeremy McCann · in General Discussion · 02/19/2005 (11:01 am) · 4 replies
Hey guys/gals,
Thanks for taking the time to read this through. I am getting an error on when I try to export Whole Shape. Unexpected Material Type on node "mine2". I understand that the utility only supports standard and multi/sub materials. But I used "Render to Texture" to export my textures to one single. What can I do to fix that. Or is "render to texture" even supported?
thanks again, Jeremy McCann
here is the dump
---------------------------------
Max file D:\Shaman\models\mine.max exported to d:\3dsmax7\meshes\mine.dts
Exported on Sat Feb 19 13:57:48 2005
Config file not found.
First pass: collect useful nodes...
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node mine2 with parent start01
Processing Node detail1 with parent base01
Processing Node bounds with parent Scene Root
Bounding box found
Second pass: put shape structure together...
Adding detail named "detail1" of size 1 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on max-node "base01".
Adding node "start01" with parent "base01" to subtree rooted on max-node "base01".
Adding node "mine2" with parent "start01" to subtree rooted on max-node "base01".
Attaching object to node.
Adding object named "mine".
Adding mesh of size 2 to object "mine".
Object offset transform:
scale: x=0.48613, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Thanks for taking the time to read this through. I am getting an error on when I try to export Whole Shape. Unexpected Material Type on node "mine2". I understand that the utility only supports standard and multi/sub materials. But I used "Render to Texture" to export my textures to one single. What can I do to fix that. Or is "render to texture" even supported?
thanks again, Jeremy McCann
here is the dump
---------------------------------
Max file D:\Shaman\models\mine.max exported to d:\3dsmax7\meshes\mine.dts
Exported on Sat Feb 19 13:57:48 2005
Config file not found.
First pass: collect useful nodes...
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node mine2 with parent start01
Processing Node detail1 with parent base01
Processing Node bounds with parent Scene Root
Bounding box found
Second pass: put shape structure together...
Adding detail named "detail1" of size 1 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on max-node "base01".
Adding node "start01" with parent "base01" to subtree rooted on max-node "base01".
Adding node "mine2" with parent "start01" to subtree rooted on max-node "base01".
Attaching object to node.
Adding object named "mine".
Adding mesh of size 2 to object "mine".
Object offset transform:
scale: x=0.48613, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
#2
Fewer steps than the regular method, and everything is in one place so you don't have to navigate multiple UI panels.
www.chuggnut.com/scripts/bakersfield/bakersfield.htm
This isn't true with all engines, some support 2 or more UV channels, however since torque currently only supports 1UV channel, in this case it is unfortunately true. I know of one person that was considering adding an extra UV channel for better multitexturing, not sure how far he has gotten yet, or if he is still trying even. Would certainly be nice as this is one area in which torque is particularly weak.
02/19/2005 (7:37 pm)
I'd suggest using the Bakersfield script for simplifying the texture baking process in max. It allows you to create node lists for your scene and saves them, so once your texture baking is set up you don't have to go back and fiddle around, just select the node/s you want to render and render away. Fewer steps than the regular method, and everything is in one place so you don't have to navigate multiple UI panels.
www.chuggnut.com/scripts/bakersfield/bakersfield.htm
Quote:The issue with this is that game exporters do not look for data outside of UVW Channel 1, because of this your UVW data might not match up when viewed in the engine
This isn't true with all engines, some support 2 or more UV channels, however since torque currently only supports 1UV channel, in this case it is unfortunately true. I know of one person that was considering adding an extra UV channel for better multitexturing, not sure how far he has gotten yet, or if he is still trying even. Would certainly be nice as this is one area in which torque is particularly weak.
#4
02/20/2005 (8:00 am)
That is My student, good to see the community can helped =)
Associate Logan Foster
perPixel Studios
You will need to make a clone of the baked material and reapply it to your model.
Also jsut as an FYI, Render to Texture will also use a UVW channel outside of 1 by default unless you tell it not to. The issue with this is that game exporters do not look for data outside of UVW Channel 1, because of this your UVW data might not match up when viewed in the engine (this is easy to fix as well, simply copy the uvw data out of whatever channel its in and back down into channel 1).
Logan