Textures issue
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im making some models that i plan to get into GTA San Andreas.
I've done it before a few times, and I need to make sure my textures names are the filename (w/o extension) of the texture, and that the filename of the texture needs to be under 8 characters long.So im doing all that, and for some reason whenever i export this model to .3DS it decides theres only 4 textures.
It completely skips 5 or so textures, I've tried importing the model to 3DS and rendering with the textures in the same directory and it doesn't work.Anyway... Anyone think they can help?
P: devluke
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What names do you give to the textures? Can it happen that a "non-English" character or a space does not allow proper export?
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uh... you're going to have to get into way more detail cuz I'm very interested in your method of getting them into GTA.
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http://www.gtaforums.com/index.php?s=315275a94fec9a96cd1e61016638aa03&showtopic=238957&st=0 thats the SketchUp to GTA SA tutorial I follow,
all textures are bmp, all english + lower case... I just cant work out why it's happening, might be easier for you guys to help me if I uploaded it with the textures somewhere?
[edit]
ah and no spaces in names eitherP: devluke
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yeah I was going to say to double check your naming structure for underscores allcaps spaces symbols and such
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http://www.sendspace.com/file/3jvk4o
there it is... it baffles me, theres no reason i can find for this to happen
P: devluke
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Well, I downloaded the textures and cannot see any problem with them.
I cannot suggest you anything with the export/import things for I don't know that program. Normally, when exporting to 3ds, it creates a folder for the images (afaik) that goes with the 3ds file. Do those 5 or so images missing from there, too? -
I'm getting 6 materials and 4 textures exported
I have not opened the 3ds file with the materials in it... but the textures are
bhd.bmp
bwall.bmp
cor.bmp
d1.bmp -
ugh
weird.
might try re-applying the textures or deleting and then re-making some of the faces.When I export models it just puts the textures in the same directory as the model,
and yes those 5 are missing when it is exported.[edit]
tried that, the only way i can make another texture be exported is if its on a new face.
looks like the only solution to this problem is to abandon the model T_TP: devluke
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@unknownuser said:
ugh :
looks like the only solution to this problem is to abandon the model T_Twhich i don't want to do...
can't anyone think of anything? =[P: devluke
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firstly, sorry for triple posting...
but i still haven't fixed this, and now its happening with other models.It's looking more like sketchup isn't exporting some faces, rather than a texture issue.
I think maybe I'm going about exporting to 3DS wrongly maybe, anyone know of a good tutorial... e.g. for things that need to be done before clicking "export>3ds>options" etc.
P: devluke
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This is probably a dumb question but do you make sure that all of you models faces are facing forwards?
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@rodentpete said:
This is probably a dumb question but do you make sure that all of you models faces are facing forwards?
Hey, this MAY be a solution - I just tried and painted two faces (one with the fron the other with the back) and SU only exported the one on the front face.
BTW - I could not download the zip file attached above because it keeps redirecting me to the ad page (to get a pro license) and says that the "free download bandwidth" or what is exceeded.
Edit: Finally I could download the skippy - yes, that was the problem (most probably) for almost ALL the outside of the house was with back faces out and painted on.
Click on the (almost only) front (white) face (the door), right click on it and select "orient faces". Then you will need to apply the materials onto the reversed, white faces again (I did it and all 15 textures were exported).Thanks a lot Pete (?) !!!
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Glad to help. I new that there was an advantage to being simple. Dur
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I know that 3d max does cannot use the back faces but I did not know that even the exporter disregards them.
Good to know now! -
Oh hell... I've been playing with the models more and was about to come back and say "Dont worry, Ive got it!"
But yes... reversed faces T_TI sorta worked it out when I textured all of the insides and for a quick render ticked "force 2 sided" and it worked.
Well, thanks everyone
and wow, how embarrasing hahaI spose this topic can be locked, or whatever is done on this forum
P: devluke
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...since it hasn't been deleted or locked yet, here's the model in-game
for anyone who was curious as to how it would look.http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-21-39-56.jpg
http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-21-47-89.jpg
http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-21-57-76.jpg
http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-22-05-81.jpg
http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-22-15-53.jpg
http://i20.photobucket.com/albums/b243/shitmyshit/shed1_beta/gta_sa2007-10-2318-24-13-56.jpgThey're all at original resolution (1440x900), thats why I didn't use img and /img
and er, they're not "finished" yet... I still need to remove some excess polygons around the COR signP: devluke
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@unknownuser said:
...since it hasn't been deleted or locked yet, here's the model in-game
for anyone who was curious as to how it would look...We don't lock or delete topics just because a problem is solved!
They stay here so that other people can learn from them and this way keep the place useful.Anyway, it looks pretty cool in that game! What is it exactly?
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