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Importing pure3d models #395491
02/23/12 23:24
02/23/12 23:24
Joined: Mar 2011
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Reillin Offline OP
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Reillin  Offline OP
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I just bought a few models and am having a problem importing it into MED.

I would select .3ds

then it asks for a tanne-st .dds file.
then a pine-le .dds
then a tanne ka .dds file.

I think it's in German. Has anyone here used any of the pure3D models?

Cheers,


Last edited by Reillin; 02/23/12 23:27.
Re: Importing pure3d models [Re: Reillin] #395502
02/24/12 06:13
02/24/12 06:13
Joined: Oct 2011
Posts: 1,082
Germany
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Ch40zzC0d3r Offline
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You need to copy these textures next to your model.
Open your model in max3ds and save as 2011 .fbx file. Than open it in med with importing fbx and save as mdl.
Have fun!

Last edited by Ch40zzC0d3r; 02/24/12 06:14.
Re: Importing pure3d models [Re: Ch40zzC0d3r] #395853
02/28/12 12:45
02/28/12 12:45
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Reillin Offline OP
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I'm trying to only use WED. The pure3D models are given in .3ds or .fbx and the textures are in a separate folder. I've figured that they mean

pine-le = leaf
tanne-st = stem (trunk)
tanne-ka = branch

however, even when importing them as such into WED, the leaves are a solid skin. There seems to be no transparency values. I'm still new to this, maybe there is something missing.

Re: Importing pure3d models [Re: Reillin] #395878
02/28/12 18:53
02/28/12 18:53
Joined: Mar 2008
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Baden Württemberg, Germany
Espér Offline
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Quote:
I'm trying to only use WED.


WED has nothing to do with MED ^^"

You need to copy the texture files out of the separated folder, directly into the folder where your 3ds or fbx file is!
Best would be:
Open the 3ds file in a modeling tool like 3dsmax, c4d or whatelse.. and export it again as 2011-FBX File. The FBX now includes the texture mapping..

Open MED -> File -> Import from FBX (2011) -> Save as MDL

This MDL File can be loaded into WED and you´re happy


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Re: Importing pure3d models [Re: Espér] #404702
07/13/12 03:33
07/13/12 03:33
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Reillin Offline OP
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Hi, it's been a while, but thanks for the tips.

The pure3D models do texture correctly in milkshape. As follows



However, when I try exporting to Milkshape ASCII then importing from MED, I get the following.




The same has happened for a few models already which textures quite well in milkshape.

Re: Importing pure3d models [Re: Reillin] #404704
07/13/12 04:30
07/13/12 04:30
Joined: Jul 2008
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rayp Offline

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check out the alpha channels of your textures.

edit: med does not display it.

Last edited by rayp; 07/13/12 04:50.

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Re: Importing pure3d models [Re: rayp] #404705
07/13/12 05:32
07/13/12 05:32
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Reillin Offline OP
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Thanks for that info. I've been tweaking a few values and it wasn't changing the 3D viewport. I guess I'll stick to milkshape. Maybe they should add transparencies to WED? Or maybe there are enough 3rd party and quite inexpensive options such as milkshape anyway.

Thanks,
Vien.

Re: Importing pure3d models [Re: Reillin] #404744
07/14/12 11:08
07/14/12 11:08
Joined: Mar 2011
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Budapest
sivan Offline
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you can set a skin to utilize 32b alpha transparency in MED as follows:
-> Edit menu
-> skin manager: select the skin to be changed to alpha transparent
-> skin settings
-> texture format: select 32b, select Alpha, select Mipmaps, press OK

but if you use dds images it is automatically set. and don't use 32b textures for non transparent parts.


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Re: Importing pure3d models [Re: sivan] #405711
08/06/12 05:41
08/06/12 05:41
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Reillin Offline OP
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As you said, it's already set at those settings since I was importing from DDS, but it seems Rayp is onto it. MED must not be able to display transparencies.

I'll just replace MED with Milkshape in my workflow.

Re: Importing pure3d models [Re: Espér] #405984
08/12/12 06:10
08/12/12 06:10
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BySharDe Offline
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Quote:
Open MED -> File -> Import from FBX (2011) -> Save as MDL

I use A8 Pro 8.40, but there is Import from FBX (2010) rather than 2011. How about you?

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