Using a standard material put your textures in the slots:
Diffuse Slot = Color
Bump Slot = Normal
Self-Illumination Slot = Glow
Specular Color Slot = Gloss
Opacity Slot = Modulate
Other material properties (ambient, diffuse,specular color, opacity %, specular level, glossiness, wire or 2-sided flag etc.)don’t get exported. Some versions of the plugin didn’t export vertex colour.
Oh… and have you moved your models after exporting them? It might be just that the path to the textures changed (they are relative).
Yes, I have looked at that and I could “install” the plugin in 3ds Max 9 and export my model but without textures. I didn’t understand that tutorial at all 'cause I’m Spanish and my English is limited…
Please, could you explain me more detailed how I put that options??
There are usually two different reasons that textures are not found after conversion.
(1) They were not properly applied in the Max file. Not all texture modes can be converted to Panda (or any other 3-D engine). In particular, make sure the textures are UV-mapped.
(2) The textures were, in fact, converted, but the paths are incorrect. Open your egg file with a text file. Does it begin with a number of entries? If so, check that the filename given for each entry is correct.
But there’s still any problem: I have a large texture of grave and I want to make a large plane to simulate the floor of a street (for example). The problem is that the texture consists in lots of rocks and I want to make them smaller so I tried to increment the tiling in the “Diffuse color slot -> bitmap” (where I put the texture) and it doesn’t affect when I make the export…
How can I export it correctly? Maybe the correct question is: How can scale the texture (where I increment tiling) to make the export correctly???
Thanks a lot!! Don’t forget that I’m using 3ds Max 9.
Hello, related to the mapping issue, I also have a question. I’m trying to apply textures to a simple box in 3DSMax using a UVW mapping and Edit Mesh in order to apply materials to each side. So I create a material for each face using different images, but when I export the model for Panda, only the top face texture is present, and it’s spread over the whole model. So if I want to apply textures to a model do I have to make only one bitmap and map parts of it on each face?
Multipart/Sub-Object don’t get exported very well (…not at all).
The short answer is: Yes, 1 texture per mesh.
You could split your mesh into separate objects, and give each of these objects (faces)a different texture but don’t do that. Here’s why (pdf): developer.nvidia.com/docs/IO/823 … hBatch.pdf
I said that but I have a problem and its that when I want to insert some bones, if I have had split a mesh in order to insert 2 (or more) textures, when I use that bones to rotate or something like that it’s like my character has “broken” his legs… I don’t know if I’m showing what I want to mean, better I put a picture:
[size=200]I need help[/size]!! How to solve this in 3ds Max 9!! But I don’t want to eliminate the 2 textures!!
Note: I do the split in order to export succesfully my model with more than one texture!!