Game Development Community

3d world studio makes dif fine but. No texture on model?

by G00R00 · in Artist Corner · 03/05/2007 (4:47 pm) · 18 replies

Hello lost is a sea fo programs , i downloaded them all uguuuuuugggggghhhhh
my max 9 wont make difs and can barely make dts
deled is way to slow
Quark well someone else can figure that one out
my last hope is 3d world studio i thought it would be the one.

anyway sorry for the rant i love torgue and all that it can do only if i could get my work into it without problems. ooops there i go again


ok the problem i get the models into torgue but the textures are missing ? or over lighted? i dont know can someone please help so i can get some sleep.
ps if you know programs and way to hook me up i would be so greatful

Almost dead
G00R00.

#1
03/05/2007 (5:03 pm)
You need to make sure your textures are jpg or png. Some of the textures that come with 3DWS are in .stf format and will not show up. Put all your textures you want to use in the texture folder of 3DWS. I deleted all of the textures he had in there and put mine in... that saved a lot of time. Also noticed textures and complete objects disappear if you mess with cylinder vertexes when you export to dif. Also, when you use carve some textures will be reversed and you will have to flip them back over.

My best advice is to use 3DWS and Quark together. Quark can find errors alot faster.

To add portal and detail... add the following code to the end of the Torque.def file:

@Solidclass detail :
[

]

@Solidclass portal :
[

ambient_light(choices) : 1
    [
        0 : Passes through
        1 : Does not pass through
    ]

]
#2
03/05/2007 (5:19 pm)
Thanks mark will try this, but quark aludes me or i just tired
and thanks for the code.

G00R00
#3
03/05/2007 (5:20 pm)
Oh is there a certain size for textures?
#4
03/05/2007 (6:08 pm)
Yes, you must use power of 2 (64 x 64, 128 x 128, 256 x 256, 256 x 512, 512 x 512, etc.)
#5
03/05/2007 (6:14 pm)
Thanks but still same prob, made texure png 256x 256 applied to box saved as map uses f5 got the dif and the graphic file put into into torgue and there stands my white box.

i need sleep im almost over torgue so many hoops to jump thru.

thank for you help. guys
#6
03/05/2007 (6:18 pm)
Thanks but still same prob, made texure png 256x 256 applied to box saved as map uses f5 got the dif and the graphic file put into into torgue and there stands my white box.

i need sleep im almost over torgue so many hoops to jump thru.

thank for you help. guys
#7
03/05/2007 (6:29 pm)
Thanks but still same prob, made texure png 256x 256 applied to box saved as map uses f5 got the dif and the graphic file put into into torgue and there stands my white box.

i need sleep im almost over torgue so many hoops to jump thru.

thank for you help. guys
#8
03/05/2007 (6:59 pm)
Are you putting all texture files in the same folder where your .dif is?
#9
03/05/2007 (8:34 pm)
E:\Torque\SDK\example\GameOne\data\interiors == .dif,png

yes i made a cube in 3d world. Created a png in photoshop 256x 256, used it to texture the cube. Made map and dif.
Placed map dif and png in interiors. Opened demo loaded the cube. no texture white box staring at me.

IS that wrong? Is there better way?

G00R00
#10
03/05/2007 (9:49 pm)
Run your png through optiping, a ping optimizer. It will rip out any unnecessary header information, which is usually where png's get munged (often on their way out of Photoshop).
#11
03/06/2007 (5:26 am)
Optiping? this isnt a left handed coding mouse by chance?

if not where can i find it?

thanks for taking the time to answer.
#12
03/06/2007 (6:26 am)
You can use Google as well as I can to find links, I'm sure.
OptiPNG

It's fixed a number of munged headers. What version of Photoshop are you using?
#13
03/06/2007 (9:30 am)
Cooooool thanks im up rested and it works!

thanks david

ps. are there any good manuels or vtms out the for modeling in 3dworld?

stuff on the site is lame makeing a box and lighting does not cut it.

thanks again to all of you , your better then rogain. (feeling the bald spots on my head from hair pulling)

peacefully strong
G00R00
#14
03/06/2007 (9:41 am)
There's a site for 3DWS video tutorials on DVD, but I can't remember it. It was posted here and at Leadwerks. I'm not sure what version it used or if it is still available.

Max is not the tool for DIF creation, but what problems are you having for DTS's? As long as you are creating your artwork from scratch with the art guidelines, you should be fine. If you are using other artwork (especially freely available artwork that was never designed with real-time rendering or game development in mind), then it could be a problem that you will need to spend a good chunk of time reconfiguring the model to make it work correctly (or at all).
#15
03/06/2007 (9:59 am)
Please link the exported object and the texture (the box) so we can take a look.
#16
03/06/2007 (3:08 pm)
Hey Mr Bloodworth,
I dont understand do you wann see it working?

peacefully strong

G00R00
#17
03/06/2007 (3:36 pm)
Another issue that I thought of was... are you using the map2dif that came with 3DWS or the one with the engine? I use the map2dif_plus thats with the version of the engine I am using. The map2dif that was with 3DWS was messed up on the last release for some people.

When you set the dif into the world editor you also need to relight.
#18
03/06/2007 (9:17 pm)
It was a problem with the PNG export in Photoshop (which is common). The actual data is fine but the header gets munged. Running optipng strips anything but valid information and optimizes the data, which works wonders.

Glad it's working now!