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3DS to MDL to WED #84490
08/03/06 23:03
08/03/06 23:03
Joined: Aug 2006
Posts: 11
Ky, USA
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PianoMan Offline OP
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PianoMan  Offline OP
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Joined: Aug 2006
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Ky, USA
I have exported models as .3ds and they will open beautifully in MED. I then SAVE AS .mdl to the WORK folder of 3DGS. I then ADD MODEL in WED, and I see it in wireframe, but once the level is compiled and ran, all thats visible is the shadow of the object. I have even tried the MAX2MDL exporter, but can't get passed its errors NO TEXTURE MAP or NOT STANDARD MATERIAL. Can anyone help?
THANKS!

Re: 3DS to MDL to WED [Re: PianoMan] #84491
08/03/06 23:26
08/03/06 23:26
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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if your getting a stencil shadow cast by the model but cannot see the model sounds like its nearly 100 transparent ( either propertie set to the mdoel or in the skin texture(s)

Re: 3DS to MDL to WED [Re: Grimber] #84492
08/03/06 23:44
08/03/06 23:44
Joined: Aug 2006
Posts: 11
Ky, USA
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PianoMan Offline OP
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PianoMan  Offline OP
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Ky, USA
I checked Properties and set 'only' SHADOW and CAST. Concerning textures, It shows the Objects texture, Selected texture and the open WADs at the bottom. It won't apply textures on double click. Still same problems...

Re: 3DS to MDL to WED [Re: PianoMan] #84493
08/04/06 00:06
08/04/06 00:06
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Paul_L_Ming Offline
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Paul_L_Ming  Offline
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Hiya.

Three questions:

1) Did you UV map the object?
2) Are you using an actual 'texture', and not just a 'material color'?
3) Your texture isn't a "proceedural" one from MAX, is it?


^_^

"We've got a blind date with destiny...and it looks like she's ordered the lobster."

-- The Shoveler

A7 Commercial (on Windows 7, 64-bit)
Re: 3DS to MDL to WED [Re: Paul_L_Ming] #84494
08/04/06 00:35
08/04/06 00:35
Joined: Aug 2006
Posts: 11
Ky, USA
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PianoMan Offline OP
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PianoMan  Offline OP
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Joined: Aug 2006
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Ky, USA
I use standard bitmaps for texturing and for more complex objects I use Deep Paint 3D for UV Mapping, but even if I had no texture, it won't let me add one from the wad to imported objects.

Last edited by PianoMan; 08/04/06 00:36.
Re: 3DS to MDL to WED [Re: PianoMan] #84495
08/04/06 01:13
08/04/06 01:13
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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you can't apply textures from a wad to a model in WED

Re: 3DS to MDL to WED [Re: Grimber] #84496
08/04/06 02:47
08/04/06 02:47
Joined: Aug 2006
Posts: 11
Ky, USA
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PianoMan Offline OP
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PianoMan  Offline OP
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Joined: Aug 2006
Posts: 11
Ky, USA
Maybe Change the topic a little...

In brief steps, what would you do to get a model(3ds, obj, x) to work in WED. MED sees my model alright and saves them alright. But they just don't work once added into WED. I guess you can't add textures to other objects like you can with blocks in WED. Would you change the object type somehow to entity, block, edit behaviour, etc. once in WED. I am the modeler for a Medical Training App and I need to find a way to get models to at least display in WED. Thanks for the help!

Re: 3DS to MDL to WED [Re: PianoMan] #84497
08/12/06 04:49
08/12/06 04:49
Joined: Jul 2005
Posts: 2
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BlueGuardian Offline
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Does anyone have any suggestions on this - I am running into the same problem.

I created a texture map (with an Alpha map) for my model. I have tried exporting as .3ds, using max2mdl and exporting as .x into MED. The model looks fine in MED but I can not get the model to show in WED or apply any textures to it.

Please - I'm finally starting to understand the tools and would really like some help with this.

Re: 3DS to MDL to WED [Re: BlueGuardian] #84498
08/20/06 00:48
08/20/06 00:48
Joined: Aug 2006
Posts: 11
Ky, USA
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PianoMan Offline OP
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PianoMan  Offline OP
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Joined: Aug 2006
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Ky, USA
Well, I have found that some conviences are sacrificed using a less complex engine. But, I have found the best way around GS6's issues with custom models from 3DS MAX is, in MAX, do not overlap elements or models, try to boolean, Use STL check, and try to stay primitive with the composition of the model. Then export as .3ds, and in MED, not sure of the difference, either 'import from .3ds' or I choose 'Append mesh from .3ds' Some say use the Mesh tester, but I always get open edges errors in MED and not in 3DSMAX, but I get it to work anyways.

I am modeling a Wheel Chair for a Medical Simulation game and I have an AWSOME high quality version, and a low poly version. Niether work in GS6, but work fine in other apps. I am having to construct a seperate model. As I make sufficient changes, I will go ahead and do my thing to make sure I am still in the confounds of GS6. All is well so far, except that now I am getting a MALFUNCTION W1301 "<TEST.WMB>: Can't open file" It even happen when I try to start completely over.

It figures...
GS for ya, ARGHHH!
Sorry, but I wish 3DS would make an engine.

Re: 3DS to MDL to WED [Re: PianoMan] #84499
08/20/06 23:29
08/20/06 23:29
Joined: Jul 2005
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BlueGuardian Offline
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BlueGuardian  Offline
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Thanks for the insight - I'll keep at it - things are very slowly coming along. But im getting some positive results, so I'll keep trying.

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