massimilianogoi on 25/11/2007 at 05:06
my dear Shadowspawn :)
I download your tools for my T3Ed, as I want modify some static meshes in 3DSMax.
We just need of an example, definite and explanatory:
Let's take in example GENiFURNchairA1.tim.
Describe, step by step, what it have to do to get a right .3ds file, that works on 3DS Max 5.1. :)
Shadowspawn on 27/11/2007 at 14:12
I'm at work, so I'm going from memory here. I'll try and double check this tonight.
First, in a command prompt window, type;
"timtoE GENiFURNchairA1.tim" (no quotes)
This should produce GENiFURNchairA1.E.
Now, open the .E file in a text editor. Near the top, you'll see materials. You need to extract these textures, I can't recall where to find them now.
If 3DS Max 5.1 can view .dds files, all you have to do is extract. If not, you may have to convert them to something else (.bmp, .jpg, etc).
For the final step, in the same command prompt window;
"eto3DS /t /edds GENiFURNchairA1.e"
This should generate a 3ds Max compatible 3DS file using dds textures.
NOTE: To make the 3DS file "3ds Max" compatible, some names have to be truncated. This means some of the textures names get truncated. 3DS Max will complain about them, you may have to change the names to read them in, or open them directly in 3DS Max.
If you have to convert the textures to something other than dds, change the command line option /edds to whatever you converted to. i.e if you need to go to .bmp, type /ebmp
Also, make sure you have a recent copy of eto3ds. Version 1.30 is the latest. You should be able to get a copy from my web site. (See any post with my sig in it). If you can't get that version, let me know.
massimilianogoi on 11/1/2008 at 23:21
Why this, boys?? :eek:
F:\Static Meshes>Eto3DS.exe /t /edds HAMxDOORfram8x10.e
Eto3DS Version 1.10 by Shadowspawn
Usage: Eto3DS /e<ext> Infile [Outfile]
F:\Static Meshes>
Looks like the truncate option doesn't works...
The Brain on 12/1/2008 at 21:28
Quote Posted by massimilianogoi
...
Eto3DS
Version 1.10 by Shadowspawn
...
Quote Posted by Shadowspawn
...
Also, make sure you have a recent copy of eto3ds.
Version 1.30 is the latest. ...
You probably need latest version of Eto3DS.
Beleg Cúthalion on 25/2/2009 at 21:19
OK here we go. Just in case I want to import tim files to Max without losing the UV mapping because of decapitated texture names, what could I do? I've messed around with a crate this afternoon with the help of Flux' UV mapping tutorial and I was at least able to see some goodness texture on it, however, still being not used to the controls etc., I'd love just to import these things and save them again as combined SMs.
(Left aside that doing facades etc. in T3Ed-grid-friendly ways will be another challenge, but for now I'd be happy if I could throw out a couple of set dressing gizmos.)
massimilianogoi on 25/2/2009 at 23:13
They're already unwrapped by the way, so you don't need anymore to unwrap it.
Beleg Cúthalion on 26/2/2009 at 09:25
My problem is that they are unwrapped.
(If that means that the texture or its alignment is lost.)
massimilianogoi on 26/2/2009 at 09:44
Quote Posted by Beleg Cúthalion
My problem
is that they are unwrapped.
(If that means that the texture or its alignment is lost.)
Then, if your wish is the opposite, you'll have to edit all the unwrapping by hand :-/ good luck!!!
I warmly suggest you to detach the surfaces and unwrap them separately by using "Convert to Editable Mesh" then select polys or vertex of the part you want, and detach as new object. When you've done with the unwrapping, you can re-attach the objects togheter (advise: start in the attaching from the main object) and BE AWARE!! Comparing id materials could create problem, so play a bit with them before with safe file copies.
Judith on 26/2/2009 at 10:25
Nah, if you a have simple shape and tileable texture, and you don't want to be bothered about the UVs, use the UVW map modifier and play with its settings a little. You might get some stretched surfaces here and there but it won't be that much noticeable.
If you really into some serious UV job, then you'll want to work on both perspective view and UV view, selecting surfaces for each mesh element and stitching them together and relaxing the UVs to get even texture scale on all faces.
But I'd suggest you'd focus more on the modeling techniques first, getting the idea how UVs work can actually take you a few evenings, and it really depends on the kind of the mesh you work on.
massimilianogoi on 26/2/2009 at 11:02
He don't have simple shape and tileable textures.. here we are speaking about arches and facade, not cube or any other primitives that it's possible to unwrap just using the unwrap map function.
He will need to get into the unwrap UVW editing, besides which is unstable in 3dsmax 5.1 and it tends to freeze....