Author Topic: Question regarding exporting textures  (Read 706 times)

Legacy_Wall3T

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Question regarding exporting textures
« on: March 18, 2011, 12:03:23 am »


               im sure someone has already asked this question... but im currently having trouble trying to get the texture of my object to show up on the toolset... actualy im having trouble just trying to get it to show up at all lol

i figured the idea was fairly straight forward: make the object, apply the textures, follow through the pwk tutorial, make a new hak and place the .mdl and .pwk in with a placeable file and i was good to go... apparently thats not it at all :-|

ill show an image of what im making down below, its a part of my P.W as an acient Turbine Engine (affiliated with ancient Airships etc etc)

im using gmax with the NWMAX plugin...
               
               

               
            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #1 on: March 18, 2011, 12:05:37 am »


               I did this as a means to try my first real object as my airship was already a premade object:

'Posted
               
               

               
            

Legacy_OldTimeRadio

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Question regarding exporting textures
« Reply #2 on: March 18, 2011, 01:24:01 am »


               Texture requirements:
* Either has to be in TGA or Bioware proprietary .DDS format
* If TGA, must NOT be compressed (RLE compression)
* Can be in 24 or 32 bit, I believe.
* Must be a power of 2 resolution (i.e. 512x512, 1024x512, 64x32) with preference for square textures if possible.

I think that's it. If I were you I'd throw a UVW Map modifier on that model and change to something like Planar or Box or something like that- looks like it's currently "Face" mapping which tends to look like that.  Be sure all those modifiers are Collapsed to the mesh before exporting, and that the only modifier (in your case) is an Aurora Trimesh modifer on it.  I'm actually thinking the problem you're having is more likely to do with the fact that you've got uncollapsed modifiers on that model because I presume you're probably using a pre-existing texture.  Hope that helps.
               
               

               


                     Modifié par OldTimeRadio, 18 mars 2011 - 01:25 .
                     
                  


            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #3 on: March 18, 2011, 10:25:56 pm »


               okay thanks Old Time Radio-

ive attempted several times to fix my problem.... but it seems i keep getting a "directory" error every time i set the aurabase to copy tga's then concert to DDS, just like the airship did... i do however have a dds flipper (given graciously here by link) and shall try this route

since i am on that subject of the DDS flipper, do i need the texturematerials to match the name of the plc object? i assume that is always another reason why nothing shows up...

before i go and try to pull my hair out again at trying to get this thing to work, im using custom textures, no pre-exsting. does that effect wether if an object will show up?
               
               

               
            

Legacy_Bannor Bloodfist

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Question regarding exporting textures
« Reply #4 on: March 18, 2011, 11:11:30 pm »


               Texture names don't really have to match anything other than length, IE, you should try VERY hard to keep the total character name down to 15characters, not including the "." (period/dot).

TGA flipper typically needs to be run twice on each texture, once, take the result and flip that result.  The final file should have been flipped twice.

As to the directory problem you are experiencing within nwmax, I typically do ALL texture processing outside of max, so not entirely sure where the folder settings for that are hidden.

DDS Tools GUI by paradia, is one tool that gives you a GUI where you can pick input and output folders, ALWAYS choose a separate folder for output.  I have never used this one, so I am not positive exactly how good a job it does.

The other one found on the vault DDSTools by Janus requires you to create an Input and an Output folder below where you run the program.  They must be called Input/Output respectively.  

Those two tools linked above, will take an input DDS and convert it to TGA OR take an input TGA and convert it to DDS.

Please note:  DDS is a lossy compression tool.  Never extract to TGA and convert back.  Always keep original dds files and just rename them as necessary.
               
               

               


                     Modifié par Bannor Bloodfist, 18 mars 2011 - 11:12 .
                     
                  


            

Legacy__six

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Question regarding exporting textures
« Reply #5 on: March 18, 2011, 11:47:08 pm »


               

Bannor Bloodfist wrote...


Please note:  DDS is a lossy compression tool.  Never extract to TGA and convert back.  Always keep original dds files and just rename them as necessary.

Or even better, if you're using original textures, keep all your original files in tga format and only compress for releasing stuff.

Incidentally, I'm not sure by what method you're using for applying textures (or, if its bringing up directory errors, what method of export you could possibly be using). But simply keeping the textures in the same hak/override as the model is all thats required make them show up ingame - and as far as getting them onto a model in the first place goes, all you really need to do is drag and drop directly from the folder onto an object in max.
               
               

               
            

Legacy_OldTimeRadio

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Question regarding exporting textures
« Reply #6 on: March 19, 2011, 12:38:43 am »


               Yep, basically what Bannor and Six said.  It's great that you're using the Copy TGA's and Convert to DDS functions but going through this the first time it's probably easier just to leave them off.  I habitually copy my textures into my override directory and just drag and drop them from there.  And I never bother with DDS conversion until everything else is done.

That directory error you're getting may be from having one or both of those texture function boxes checked.  If it works at all, those texture copying functions are likely are a straight copy and past from the original Bioware scripts and those relied on having your Export directory set.  If you want to set your export directory in GMax, it's under menu item Customize -> Configure Paths... -> (General tab) Export and then click the Modify... button to set.  I set mine to my NWN overrides directory.
               
               

               
            

Legacy_Michael DarkAngel

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Question regarding exporting textures
« Reply #7 on: March 19, 2011, 04:09:33 am »


               

oOKyeOo wrote...
ive attempted several times to fix my problem.... but it seems i keep getting a "directory" error every time i set the aurabase to copy tga's then concert to DDS, just like the airship did...


That error could be caused be gMax's inability to perform any file writing functions on its own.  Hence the reason Snoop needs to be running in order to export a model from gMax.

'Posted
  MDA
               
               

               
            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #8 on: March 19, 2011, 10:54:38 am »


               wow!

thanks for all the feedback, its just what i was looking for :3 as gar as the error functon i am recieving, im afraid i cant give too much feedback on its specific, but i find it all to be a part of the learning process...

so, i think i know now what to do (if not i have a backup plan) i have an updated model with new facemapping so it looks much better than the one above... i may post a pic when i have it close to being finished...
               
               

               
            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #9 on: March 19, 2011, 10:48:38 pm »


               okay so here is an image of the error i am recieving, i think i already know what was doing it but i wanted to post it anyways. the image below shows what i did to get the error (all unintended of course)

'Posted

er well... the image is kinda smaller than i had wanted, but basicaly i had the copy tgs' checked and then convert to dds checked to give me the error...
               
               

               


                     Modifié par oOKyeOo, 19 mars 2011 - 10:57 .
                     
                  


            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #10 on: March 19, 2011, 11:01:59 pm »


               here is the updated with UVmapping this time, the texture quality is still kinda "shoddy" but its my first time applying textures for a nwn object, so fir a newbie i think its pretty good lol

'Posted
               
               

               
            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #11 on: March 19, 2011, 11:04:21 pm »


               Double Post...
               
               

               


                     Modifié par oOKyeOo, 19 mars 2011 - 11:04 .
                     
                  


            

Legacy_OldTimeRadio

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Question regarding exporting textures
« Reply #12 on: March 19, 2011, 11:33:28 pm »


               Looks like MDA called it correclty.  That error is because the script is trying to call a function which was removed from GMax.  As far as the texture job goes, I don't think it's bad.  If it "fits in" with the rest of the model, you're good.

Oh, and for the actual Aurora Base, it's always best to make sure the export directory is set to your NWN override directory.  There is little benefit to placing it anywhere else unless you're doing tilesets where you're going to mass export tiles or something like that.
               
               

               


                     Modifié par OldTimeRadio, 20 mars 2011 - 07:14 .
                     
                  


            

Legacy_Wall3T

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Question regarding exporting textures
« Reply #13 on: March 24, 2011, 09:31:22 pm »


               okay im back...

as much as i had hoped i wouldnt need to be, ive been hard at work trying to figure out how to re-convert tga's back into dds format... i cant seem to get any of my textures to show up otherwise...

the links provided seem to only go one way: convert dds- tga which is fine... but i need something that the game can read. as every time i go into the toolset with a tga in the hak i use... the object appears all white...
               
               

               
            

Legacy_Michael DarkAngel

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Question regarding exporting textures
« Reply #14 on: March 24, 2011, 10:12:00 pm »


               DDSTools should work with no problems, its what I've always used to convert my tgas to BioWare's dds format.  You need to follow what Bannor stated above.  Create two directories inside the directory where you unzip DDSTools.  One labeled in and one labeled out.  Put your tgas into the in directory.  Double-click the runme.bat file, and after you see the MS-DOS window briefly appear you should find a corresponding dds file in the out directory.

'Posted
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 24 mars 2011 - 10:13 .