Gingerbread Man on 9/11/2004 at 00:59
Okay, I figured out what the problem was... Even though I was adding the new paths in the same order you suggested (HardwareShaders, StdPlugs, Plugins) they weren't retaining that order in the Add Paths thingie. Mainly because if you add a new path while the old one is still hilighted, the next path is created BEFORE the last one. Which is dumb.
So I got the MatExport.dlu all fixed, but I still get one complaint on load -- seems something may be clashing with a Wavefront importer script, but it's not a big deal and isn't having any effect other than a warning on startup.
Harwin on 9/11/2004 at 03:02
Ok I'm going to cross this material library issue off of my planned fixes investigation.
--Alex
Ulukai on 10/11/2004 at 16:13
More paths that need adding to 3dsmax configurations.
The maxtexport.dlu plugin can also be used to convert the .mlb format (T3Ed) material libraries into .mat (Max) material libraries, which can then be opened in Max. (This enables people to use existing material libraries and not have to create a new material library every time they add a new custom mesh). Thing is, Max needs to know the location of the .dds files as specfied by the Ion Shader.
So...Customize -> Configure Paths -> Bitmaps/Photometrics -> Add
Then add in C:\Program Files\Thief - Deadly Shadows\CONTENT\T3\Textures
And check the 'Add Subdirectories' Box before hitting ok. (Obviously, replace C:\Program Files\Thief - Deadly Shadows\ with wherever you installed it. I'll incorporate this info into the tutorial.
You can now open up existing material libraries once you've converted them into .mat files, and see the correct textures.
Harwin on 10/11/2004 at 19:05
Well, without that change, you can still put *all* your new meshes into the same .mlb, since you'll still have the original .mat file, right?
--Alex
Ulukai on 10/11/2004 at 19:18
Yup, but this enables people to use the existing material libraries, unless people are adding new textures I'm not sure there is any point in creating a new material library which references existing textures.
The existing libraries also have all the correct settings for both diffuse and normal maps, have the correct sound category chosen and in some cases the emmisive mask map set.
Harwin on 10/11/2004 at 19:46
Ok I'll see about adding it to the doc. (It's not as easy as it sounds since I have to do a fresh test with an empty install of 3DS Max to verify the instructions)
--Alex
David on 23/2/2005 at 23:57
Bump!
Schwaa2 on 24/2/2005 at 05:17
I haven't read all thge posts yet but I was looking in folders last night and noticed a few things...
.DDS files: There's a good Photoshop tool by NVidia. It's on Nvidia's Site/tool section. You can save in several formats of DDS that allow different degrees of Alpha and resolution. Easy to use and really small file size.
Morrowind uses them to so there are tuts at elderscrolls.com.
I have a dds plugin for 3dsmax too. One is for Max3, one if for #4 but it works with 5. Not sure about 6 or 7.
UTX files, Unreal format so that's easy to find.
Not much but if it helps...
deadman on 24/2/2005 at 20:59
Quote Posted by Ulukai
I'm just a-thinking that the number of people who specifically have version 5.1 of 3dsmax are going to be few and far between.
What about those of us who use Maya? ;)
Shadowspawn on 24/2/2005 at 21:27
I think I saw DDS components for Maya there also.