Re: [STATIC] For sale sign
Posted: 2012-03-01 02:54
Ask Psyrus, I think he seems to know his way around the textures.
The most stock basic one is inDoc.Pock wrote:where to look for anything resembling white wood?

More than just textures...*winkyfaceShovel wrote:Ask Psyrus, I think he seems to know his way around the textures.


Try rendering your viewport - sometimes max messes up the view of the textures in the live view, but when you render it you'll see the proper outputDoc.Pock wrote:ran into problem i have...
http://i1108.photobucket.com/albums/h41 ... roblem.png



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[Tweaker] Load Object (ObjectTemplate)
Ignored Warning[Geom] : Invalid texture slot!Ok well first things first, I discovered pretty quickly that loading up the editor for viewing exports is a HUGE waste of time. Grab bf2meshview and enjoy near-instantaneous export-viewing goodness. You'll need the editor later but at this point meshview will suffice.Doc.Pock wrote:Still gotta figure why it exported badly. I wanna see it in editor

First of all your viewing problem is down to your 3DsMax Viewport settings. Got to Customize > Preferences, Viewport tab and then in the bottom left is a "Config Driver" button, click that then match these settings. Then it should look as it should in the viewport.Doc.Pock wrote:ran into problem i have...
i placed the sign into
mods\pr_edit\objects\staticobjects\america\textures\xp2_usa_01_cr.dds

as Psyrus said, its most likley down to a texture slot you screwed up setting up or something. Just redefine each texture you've done and also check what materials are in use on your model, might have a material that isn't wanted.Doc.Pock wrote:PROBLEM found i have
i exported so i could see it in game andCode: Select all
[Tweaker] Load Object (ObjectTemplate) Ignored Warning[Geom] : Invalid texture slot!
Disagree big time there. BFMeshView doesn't show the object in its true colours etc. While its good for a quick glance, it isn't good for seeing the object in detail, especially for texture checking.Psyrus wrote:Ok well first things first, I discovered pretty quickly that loading up the editor for viewing exports is a HUGE waste of time. Grab bf2meshview and enjoy near-instantaneous export-viewing goodness. You'll need the editor later but at this point meshview will suffice.
I dunno, I just loaded up my current WIP in the editor and meshview and did a side-by-side. The editor makes things significantly more vibrant, as well as whites being much whiter, but for the first stages of texturing (at least how I've been doing it, which you've already pointed out is kinda wrong and inefficient or something) like getting the various layers rendering over each other, trying to figure out what can go with what to make something look a little more unique, personally it's not a huge deal. As I said in my previous post the BF2 editor comes in handy down the track, especially for fine tuning things like how you said the colors are slightly different etc, but you've been doing this much longer than I so to Dock: Please ignore what I said and listen to Rhino[R-DEV]Rhino wrote:Disagree big time there. BFMeshView doesn't show the object in its true colours etc. While its good for a quick glance, it isn't good for seeing the object in detail, especially for texture checking.
