Game Development Community

Colorless Model

by Joel Hargarten · in Artist Corner · 09/08/2005 (12:37 pm) · 8 replies

Hey.
I export my model from 3ds Max without problem, but when I load the dts into torque, it shows up without the material. What am I missing?

www.geocities.com/coolmccool98/colorless.JPG

#1
09/08/2005 (12:40 pm)
Could be anything.
Are the textures in the same folder as the dts? Are they power of two (that is 64, 128, 256, 512, etc) pixels?
#2
09/08/2005 (12:42 pm)
Why does it matter if they are power of two?
#3
09/08/2005 (12:45 pm)
The DTS exporter doesnt export a texture file (I dont know if it should). The texture is embedded in my MAX file, how do I export it to a file that the DTS will correspond to?
#4
09/08/2005 (12:50 pm)
Quote:Why does it matter if they are power of two?
That's just the way it is... Mostly for historical reasons I suppose, early 3d hardware couldn't deal with textures that weren't the right size.

Quote:The DTS exporter doesnt export a texture file (I dont know if it should). The texture is embedded in my MAX file, how do I export it to a file that the DTS will correspond to?
Ehm. Most games use TEXTURES and not "materials". The dynamic materials in max won't work, you need to actually create an image and apply it to your model.
#5
09/08/2005 (1:03 pm)
Is there anyway I can save time by somehow converting my materials into one image? Cause it looks really good in MAX right now, and I wanna keep the same look.
#6
09/08/2005 (1:07 pm)
It depends on how your material is set up.
Read up on "render to texture" in your manual.
#7
09/08/2005 (1:10 pm)
Thanks. I was thinking the same thing. Thanks a lot for your help Magnus. I'll keep working on this.
#8
09/08/2005 (1:47 pm)
Just for your informations, AFAIK textures must be power of 2 to allow mip mapping, because the mip mapping detail levels are creating f.e. of a 64x64 with mip maps of 32x32, 16x16, 8x8, etc. always devided by 2... and that doesn't work if you do it different