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		| Henriksen   Senior Member
 
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			| Problems with custom models 
 
				Hi, just got the model into 3ds max and exported it to .dae successfully. It does show up in the model editor when I import the mesh, however it lacks the textures. And how do I make it into a placable object?
			 
				
(This post was last modified: 06-19-2012, 10:20 AM by Henriksen.)
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	| 06-18-2012, 05:45 PM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Problems with custom models 
 
				All textures must have a corresponding material file with the same file name as the texture. (Note: file extension is not part of file name.) Simplest way to generate a material file is by loading your model into the ModelView program.
			 
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	| 06-19-2012, 01:01 AM |  |  
	
		| Traggey   is mildly amused
 
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			| RE: Problems with custom models 
 
				Wait wait wait wait wait wait wait, your exported your MODEL and as a .dds?
 Mother of god.
 
 Alright, so what you need to do is export your textures as .dds and place them somewhere within your amnesia directory, then use the materialeditor.exe to create a .mat file using the same name and location as your .dds files, like this.
 
 example_diffuse.dds
 example_specular.dds
 example_diffuse.mat
 
 Now in your 3D modeling suite ( 3D's max ) Create a new standard material and add a bitmap to it, the bitmap should be example_diffuse.dds located within your amnesia directory.
 
 Now export your model as a DAE and it should work fine.
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	| 06-19-2012, 07:44 AM |  |  
	
		| Henriksen   Senior Member
 
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			| RE: Problems with custom models 
 
				 (06-19-2012, 07:44 AM)Traggey Wrote:  Wait wait wait wait wait wait wait, your exported your MODEL and as a .dds?
 Mother of god.
 
 Alright, so what you need to do is export your textures as .dds and place them somewhere within your amnesia directory, then use the materialeditor.exe to create a .mat file using the same name and location as your .dds files, like this.
 
 example_diffuse.dds
 example_specular.dds
 example_diffuse.mat
 
 Now in your 3D modeling suite ( 3D's max ) Create a new standard material and add a bitmap to it, the bitmap should be example_diffuse.dds located within your amnesia directory.
 
 Now export your model as a DAE and it should work fine.
 Ops I meant as a .dae, sry for the confusion.
 
EDIT: How do I export my textures as .dds? They are currently in a .jpg and .png format.
			 
				
(This post was last modified: 06-19-2012, 10:21 AM by Henriksen.)
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	| 06-19-2012, 10:19 AM |  |  
	
		| Traggey   is mildly amused
 
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			| RE: Problems with custom models 
 
				There are plugins for Photoshop and The Gimp which lets you export as .dds
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	| 06-19-2012, 11:11 AM |  |  
	
		| Henriksen   Senior Member
 
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			| RE: Problems with custom models 
 
				 (06-19-2012, 11:11 AM)Traggey Wrote:  There are plugins for Photoshop and The Gimp which lets you export as .dds I can't seem to get this working, is there any tutorials on making a model and getting it into the game?
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	| 06-19-2012, 12:48 PM |  |  
	
		| Traggey   is mildly amused
 
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			| RE: Problems with custom models 
 
				Not as far as I know.
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	| 06-19-2012, 12:49 PM |  |  
	
		| Henriksen   Senior Member
 
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			| RE: Problems with custom models 
 
				 (06-19-2012, 12:49 PM)Traggey Wrote:  Not as far as I know. Ok, thanks anyway    
  (06-19-2012, 01:01 AM)Your Computer Wrote:  All textures must have a corresponding material file with the same file name as the texture. (Note: file extension is not part of file name.) Simplest way to generate a material file is by loading your model into the ModelView program. The model viewer crashes when I try to open it, is there another way to generate a material file?
			 
				
(This post was last modified: 06-19-2012, 03:17 PM by Henriksen.)
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	| 06-19-2012, 03:03 PM |  |  
	
		| Obliviator27   Posting Freak
 
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			| RE: Problems with custom models 
 
				The Material Editor.
			 
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	| 06-19-2012, 03:24 PM |  |  |