Max 11 texture error MDT 2.761

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Red Hair
Posts: 9
Joined: Sun Feb 10, 2013 11:34 am

Max 11 texture error MDT 2.761

Post 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
Red Hair
Posts: 9
Joined: Sun Feb 10, 2013 11:34 am

Re: Max 11 texture error

Post 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.
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fo0k
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Location: UK

Re: Max 11 texture error MDT 2.761

Post 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?
Red Hair
Posts: 9
Joined: Sun Feb 10, 2013 11:34 am

Re: Max 11 texture error MDT 2.761

Post by Red Hair »

If i open an exsiting xxx.max 8 file into 11 and export it i have the same problem.
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Senshi
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Re: Max 11 texture error MDT 2.761

Post 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.
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Swaffy
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Location: Cibolo, Texas

Re: Max 11 texture error MDT 2.761

Post 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"
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Senshi
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Re: Max 11 texture error MDT 2.761

Post 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.
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Swaffy
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Re: Max 11 texture error MDT 2.761

Post by Swaffy »

I guess it was worth a try.
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Red Hair
Posts: 9
Joined: Sun Feb 10, 2013 11:34 am

Re: Max 11 texture error MDT 2.761

Post 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.
Attachments
bfmods1.JPG
bfmods2.JPG
Red Hair
Posts: 9
Joined: Sun Feb 10, 2013 11:34 am

Re: Max 11 texture error MDT 2.761

Post 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.
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