bukary on 1/4/2005 at 14:50
Quote Posted by toolman
if you double click on one, it will assign it to a sphere in the material editor.
Should show up then...
That's what I was trying to do... but it does not work. :( Hmm... What did I do wrong?
bukary on 1/4/2005 at 15:03
:o Downloading now... :o
This information might/should be added to Ulukai's Max config tutorial. Thank you again, toolman!
bukary on 1/4/2005 at 15:13
Hmmm... I downloaded nVidia plugins, installed them, opened Max, and... still nothing. I do not see any changes... :( This is becoming really annoying... :(
[EDITED]
Now I have this error when I open Max:
Quote:
Loading Plugins
Class < DDS > from < dds.bmi > has duplicate class ID: not loading.
This may be due to duplicate plug-in path.
I wonder what has happened. Plug-in was installed automatically... Is there a possibility that Max 5.1 already could "read" .dds files? How can I delete this duplicate plug-in path?
Thanks in advance for any help...
[EDIT2]
I uninstalled nVidia tools and Max starts with no error message. nVidia installer installs in Plugins folder dds.bmi file which is already in Max 5.1 StdPlugins folder. That's what causes trouble, I guess.
But the problem is still there. I do not see proper TDS materials in Max.
If I apply Diffuse Color (Ion Shader), nothing changes. There is no map or material category set in Material Editor. :(
Any ideas? I would like to build some custom meshes for T3. I've got all the tools I need, but I cannot configure them. :sweat: :( Help!
bukary on 1/4/2005 at 18:51
Very important (this information can be found in official documentation, but it is not included in Ulukai's Configuring Discreet 3ds max 5.1 for T3Ed tutorial):
In order to make materials look properly one has to set the 3DSMax viewport to use DirectX 8.1. (Under “Customize – Preferences”, choose “Viewports” and “Choose Driver”.)
It seems to work now (more testing later).
SneaksieDave on 1/4/2005 at 21:42
Great work, bukary! Might that mean it's time to open the T3 Low Poly Guild? Or perhaps the T3 High Poly Guild... :thumb:
toolman on 2/4/2005 at 13:18
Glad you got it working, think you're correct about max 5.1 already having dds support.
One other problem I've run into with assigning textures to models, is that at first I didn't realise that once you had got your texture to appear on a sphere in the material editor, that it defaulted to standard and that you couldn't actually assign it to your model unless you clicked on the m next to diffuse (into the ion shader) and then assigned it. Which upset me greatly.. :p
bukary on 2/4/2005 at 16:57
Quote Posted by toolman
it defaulted to standard and that you couldn't actually assign it to your model unless you clicked on the m next to diffuse (into the ion shader) and then assigned it.
Could you explain it? What do you mean by "m next to diffuse"?