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Max 11 texture error MDT 2.761

Posted: Sun Feb 10, 2013 11:44 am
by Red Hair
Hi,

i have a problem and i hope you can help me.
Probably i make a mistake but i cant found it.
I switch form max 8 to 11 and install 2.761
If i export my model the textures are wrong.
In rs i see now this:

subshader "Material #99" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1.0 1.0 1.0;
texture "texture/Red_buergersteig_innen";
}

But it must be:

subshader "Red_buergersteig_rund_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Red_buergersteig_innen";
}


What went wrong?

Thx Red

Re: Max 11 texture error

Posted: Sun Feb 10, 2013 12:22 pm
by Red Hair
I forgott to say if i put it into the ED42 the texures change to something else and ingame the model is grey.

Re: Max 11 texture error MDT 2.761

Posted: Sun Feb 10, 2013 4:36 pm
by fo0k
welcome to the site.. I have edited your thread title slightly.. hopefully Senshi (who made the new version of MDT) can shed light on this... if its an issue with the tools..

if you import an existing 1942 mesh.. then export it with a new name do you have the same issue?

Re: Max 11 texture error MDT 2.761

Posted: Sun Feb 10, 2013 5:34 pm
by Red Hair
If i open an exsiting xxx.max 8 file into 11 and export it i have the same problem.

Re: Max 11 texture error MDT 2.761

Posted: Mon Feb 11, 2013 8:18 am
by Senshi
I have absolutely no idea, works flawless for me in Max12 and 13.

Can you try importing and reexporting a random vanilla object? E.g. the bf109 fuselage?

If that one works, it's probably an issue with your unique model. In that case please upload your problematic version so I can test it on Max13.

Re: Max 11 texture error MDT 2.761

Posted: Mon Feb 11, 2013 8:40 am
by Swaffy
I use Max 7, but maybe this will help:

- Make sure the model's LOD01 mesh's material is set to "Multi/Sub-Object" (So there should only be one of those textured sphere things, the others stay at default)
- Make sure each Material ID (within the Multi/Sub-Object) is set to "Battlefield_RS"

Re: Max 11 texture error MDT 2.761

Posted: Mon Feb 11, 2013 10:25 am
by Senshi
Good point, Swaffy. I think I never even tried what happens if you export with Standard materials in Max8+ . In Max7 they usually get properly converted to BF_RS.

Testing...

Nope, works fine for me even with "standard" materials.

Re: Max 11 texture error MDT 2.761

Posted: Mon Feb 11, 2013 4:55 pm
by Swaffy
I guess it was worth a try.

Re: Max 11 texture error MDT 2.761

Posted: Tue Feb 12, 2013 1:57 pm
by Red Hair
Hi friends,

i cant find out what went wrong.

I build a box.
Than i export it and put it into the folder.
And if i open it in ED42 it looks like that.

Re: Max 11 texture error MDT 2.761

Posted: Tue Feb 12, 2013 9:47 pm
by Red Hair
I make a test.
A take a model which we (PFC) build new mith max 8 and it works in ED42 and in a map on our server.
I open it in Max 11 and then export it and now the texures are away.
I only put the old rs file back and i see the texure in ED.