As I said, seems it messes up the .rs export for you, for some reason. I'm not really sure why, though.
Again, does this also happen if you import and reexport a vanilla BF42 model? If yes, then please upload me one of your new .sm files so I can take a look at what is going on.
Max 11 texture error MDT 2.761
Re: Max 11 texture error MDT 2.761
Hi senshi,
i will do that but i found this.
We build a model in Max 8 witk 2.75 and all works fine in our maps.
After export in 11 the rs is this and it didnt work
subshader "Material99" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1.0 1.0 1.0;
texture "texture/Red_buergersteig_innen";
}
subshader "Material100" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1.0 1.0 1.0;
texture "texture/Red_buergersteig_rand";
}
i change it to
subshader "Red_buergersteig_rund_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Red_buergersteig_innen";
}
subshader "Red_buergersteig_rund_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Red_buergersteig_rand";
}
and all works fine again.
Now i will export the bf110
Red
i will do that but i found this.
We build a model in Max 8 witk 2.75 and all works fine in our maps.
After export in 11 the rs is this and it didnt work
subshader "Material99" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1.0 1.0 1.0;
texture "texture/Red_buergersteig_innen";
}
subshader "Material100" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1.0 1.0 1.0;
texture "texture/Red_buergersteig_rand";
}
i change it to
subshader "Red_buergersteig_rund_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Red_buergersteig_innen";
}
subshader "Red_buergersteig_rund_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Red_buergersteig_rand";
}
and all works fine again.
Now i will export the bf110
Red
Re: Max 11 texture error MDT 2.761
I'm aware of what the symptom is, but I do not know why this happens for you with Max11, as I don't have those problems with Max12 and 13, and there shouldn't be any real differences between 11-13 in that aspect. That's why I'd like to track this down.
Re: Max 11 texture error MDT 2.761
O.K.
i import and export the wz36_Main. That is o.k. but why did 2761 change the file size???
On the left side is the orignial version. Right is after export. And after import the texture are correct in the material editor but they are not shown. I have to select them again.
i import and export the wz36_Main. That is o.k. but why did 2761 change the file size???
On the left side is the orignial version. Right is after export. And after import the texture are correct in the material editor but they are not shown. I have to select them again.
Re: Max 11 texture error MDT 2.761
O.K. we try max 11 and 12 on two PC´s and its all the same.
We switch back to 8 with 2.52 and everything works well.
Any ideas?
We switch back to 8 with 2.52 and everything works well.
Any ideas?
Re: Max 11 texture error MDT 2.761
Here we try to export a box with Max 8 and 12.
Both have the same settings i hope but the result....
Both have the same settings i hope but the result....
Re: Max 11 texture error MDT 2.761
Thanks, that picture cleared up a lot. As I describe in my MDT 2.761 dev thread (see my sig), getting the MaxScript Listener output always helps.
I replicated the issue now and am fairly certain I'll know where to look to solve it. It simply picks the wrong name.
While fiddling with the scripts, I also noticed some other more or less serious issues that pertain to importing .rs into Max13, which caused the MDT to fail loading materials at all. Tidied up the whole parser, making it compatible with Max13, a bit more speedy and probably more reliable on old versions as well.
I'll track down the export issue and then push out a new release of the MDT. Thanks for bringing this to my attention, Red!
I replicated the issue now and am fairly certain I'll know where to look to solve it. It simply picks the wrong name.
While fiddling with the scripts, I also noticed some other more or less serious issues that pertain to importing .rs into Max13, which caused the MDT to fail loading materials at all. Tidied up the whole parser, making it compatible with Max13, a bit more speedy and probably more reliable on old versions as well.
I'll track down the export issue and then push out a new release of the MDT. Thanks for bringing this to my attention, Red!