Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Killing Floor Forums > Killing Floor Modifications > 3D And Animation

Reply
 
Thread Tools Display Modes
  #1  
Old 10-20-2009, 04:15 AM
SubSneer's Avatar
SubSneer SubSneer is offline
Member
 
Join Date: Aug 2009
Location: Russia, Moscow
Posts: 56
Default Texture export

Hello. I can`t find out solution for problem like this:
I have a 3DSMax car`s model. There are about 10-15 parts (mb more but it doesn`t matter) and each part has own texture (*.jpg file). I can export model to *.ASE but idk what should I do with all these textures. If I use "render to texture" 3DS makes 10-15 separated files but then I import ASE into KF static mesh I can`t use them, because in KF this model looks lie one single object. And I have to get somehow one single texture file. But how?
Reply With Quote
  #2  
Old 10-20-2009, 10:35 AM
Alex_KF's Avatar
Alex_KF Alex_KF is offline
Senior Member
 
Join Date: May 2006
Posts: 292
Default

Quote:
Originally Posted by SubSneer View Post
Hello. I can`t find out solution for problem like this:
I have a 3DSMax car`s model. There are about 10-15 parts (mb more but it doesn`t matter) and each part has own texture (*.jpg file). I can export model to *.ASE but idk what should I do with all these textures. If I use "render to texture" 3DS makes 10-15 separated files but then I import ASE into KF static mesh I can`t use them, because in KF this model looks lie one single object. And I have to get somehow one single texture file. But how?
To make UnrealED recognize all the separate textures

When you export the .ASE from max, make sure it has separated material IDs assigned for each part of the model that uses a unique texture.

To do it with one texture

Otherwise, (and this would be the better route) use the Pack UVs function (in the UV Unwrap modifier) on your car , once the pieces are combined. This will arrange them as one single UV sheet.

Last edited by Alex_KF; 10-20-2009 at 10:37 AM.
Reply With Quote
  #3  
Old 10-20-2009, 11:50 AM
SubSneer's Avatar
SubSneer SubSneer is offline
Member
 
Join Date: Aug 2009
Location: Russia, Moscow
Posts: 56
Default

Oh thank you, now I see the way Should try this.
Reply With Quote
  #4  
Old 10-20-2009, 02:45 PM
SubSneer's Avatar
SubSneer SubSneer is offline
Member
 
Join Date: Aug 2009
Location: Russia, Moscow
Posts: 56
Default

Haha So problem was to find out how to "once the pieces are combined"(c)

And mb someone need same info.

-you have to select all parts of model in 3ds,
-convert them to editablemesh (for example, idk am I 100% right but it lets you make some progress),
-unselect all parts and reselect only 1 part and then in Modify section (right vertical panel) you will be able to find "Attach" and "Atach List" (Modify>EditableMesh>Edit Geometry).

By using "Atach List" you can link all your parts in one object and try to "render to texture" (so yo can get one texture image, but will it fit for your model after impotr into KF...hm it`s a good question, in my case something goes wrong).

Next question is about material. After importing into KF I could see model has different areas and after applying texture in some areas I still couldn`t see image, only plane color. But it looks like I just need a lot of experiments (very difficult to do something then you know almost nothing about it).
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:37 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC