Please ask your basic (newbie) questions in here. - by scumble
Derspegn on 27/10/2014 at 23:48
Quote Posted by Judith
Thief III uses .tim files which require 3dsmax 5.1 and a .tim exporter. The latter is a plugin shipped with T3Ed. You can make your model in Blender or any other program, but you'll have to import it in 3dsmax 5.1, and then export in a .tim format.
Thank you! This information is very helpful.:)
Garrett2014 on 15/1/2015 at 10:02
Sorry Guys, Only Just found this thread after posting in a Tutorial Thread about doors :/
Anyway.
OK So ive inserted my door into the airbrush between two rooms. I Alt G into game mode and i see the door but the handle is pointing at the floor ! This cant be right. Also it wont open. Can someone break down the steps i need to ensure a standard door opens as you would expect given that the wall thickness / air brush is 2 deep, 4 wide and 8 high. Im trying to learn the basics here and have no idea if i need to 'Do' something other than portalising to update the 'Level' so tat everything works. Thanks again guys. Your Help is much appreciated.
In the tutorial the Door Properties is mentioned. How do i view / edit these anyway ?
Beleg Cúthalion on 15/1/2015 at 20:48
As you might have noticed, you were indeed right in the DromEd sub forum. Otherwise we would have been glad to help you. ;)
Le MAlin 76 on 21/1/2015 at 13:05
I have a small problem. 3ds Max don't show me textures with "ion shader" diffuse map. With all other it's work, but with ion shader the object is only white, and i must use ''render'' to see the texture over the object. I want to see the texture directly in perspective viewport in real time, it will be more practice.
Judith on 21/1/2015 at 14:47
You have to go directly to the Ion Shader level and use Show map in viewport button, it won't work on the parent material level.
Inline Image:
http://s30.postimg.org/4c5hbkzb5/image.jpg
Judith on 21/1/2015 at 20:01
Yeah, it should be in DX 8.1 mode, otherwise it won't work in-game. I didn't change anything in viewport settings. It looks like there's a problem with loading your texture, could you upload it somewhere? It looks like it didn't load, there can be many reasons for this.
Le MAlin 76 on 21/1/2015 at 22:38
Afteer exporting object (the cube like you see in the screenshoot in 3ds max, all white) have the real good texture in t3ed. But it is complicated to give good uvmap coordinate when in 3ds max the object is white or black when i tried the broken specular map of ion shader for a texture xD
(
http://www.mediafire.com/view/ix4eu7jefvh2cjj/Sans%20titre-2.jpg)
In this screen i had a "specular" map for see if we could be use to have a wet effect on textures. (i know that the specular of ion shader cannot be used like a real specular map).
Judith on 21/1/2015 at 23:14
Quote Posted by Le MAlin 76
Afteer exporting object (the cube like you see in the screenshoot in 3ds max, all white) have the real good texture in t3ed. But it is complicated to give good uvmap coordinate when in 3ds max the object is white or black when i tried the broken specular map of ion shader for a texture xD
(
http://www.mediafire.com/view/ix4eu7jefvh2cjj/Sans%20titre-2.jpg)
In this screen i had a "specular" map for see if we could be use to have a wet effect on textures. (i know that the specular of ion shader cannot be used like a real specular map).
Um, one piece of advice: don't use 3dsmax 5.1 as your primary modeling tool. It's old and frustrating.
You can use any more recent version of 3dsmax, Modo, Maya etc. to create a model and map your textures correctly, then export the it in .obj format.
The specular is broken, it makes models look weird, and often they even don't react to lightning as they should. You can only imitate the wet look in diffuse or use cubemaps to fake reflections. Feel free to use this little guide of mine as a starting point for your further experiments: (
https://www.dropbox.com/s/8oeyfy06lwad4i7/IonShaderGuide.docx?dl=1)
Le MAlin 76 on 22/1/2015 at 00:10
Ok thank you.
Again just two questions xD
-For the environment map t3ed can generate textures for cubemap (like dromed with "env" command, which generate 6 screenshoot for all faces of cubemap) ?
-For the sound (categories.txt), in 3ds max material editor, when you select a category (stone for example), you must click in "reload categories.txt" to save the assignement ? When i put a categorie and save the material and export to t3ed it's put all time the textures in "unassignated"...