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Pyscen
27 Jan 2010, 09:19
Arno,...

I'm not sure the 3ds by MCX is converting corrently for use for GMax. My last attempt all faces are black,... and converting the model to a editable poly to the object doesn't seem to help in my previous threads.

So Maybe I'm missing a step... what should the steps be for MCX to get a model ready for 3ds or dae files?

FelixFFDS
27 Jan 2010, 09:47
If all your faces are "black" when you import a 3DS file created by MCX, it may be that you need to "reset" the materials.

For example, today I dared to create a simple box in SketchUp, "textured" it, and exported as dae. Using MCX, I exported as 3ds and imported into gmax.

Yes, it was all-black (No Vitus, no haka sounds).

I then opened the material editor, and for each of the 2 materials, I "picked" the material from the textured face and, of course, pressed the blue-checkered button to apply/show the material.

arno
27 Jan 2010, 13:52
Hi,

I think it is indeed the blue/white checkerboard button that you need to press in the material editor in GMax. Without that the textures are not displayed.

Also the 3DS format has a limitation for the texture name of 8.3 characters (DOS standard). So you might want to check if the name came through correctly.

Pyscen
27 Jan 2010, 18:34
If all your faces are "black" when you import a 3DS file created by MCX, it may be that you need to "reset" the materials.

For example, today I dared to create a simple box in SketchUp, "textured" it, and exported as dae. Using MCX, I exported as 3ds and imported into gmax.

Yes, it was all-black (No Vitus, no haka sounds).

I then opened the material editor, and for each of the 2 materials, I "picked" the material from the textured face and, of course, pressed the blue-checkered button to apply/show the material.

Thanks for replying, so if I click on the material editor, then new(?) within the material editor it then asks Standard, Multi Material, and FlightSimX. I choose the last choice? Is this right?

Pyscen
27 Jan 2010, 18:35
Hi,

I think it is indeed the blue/white checkerboard button that you need to press in the material editor in GMax. Without that the textures are not displayed.

Also the 3DS format has a limitation for the texture name of 8.3 characters (DOS standard). So you might want to check if the name came through correctly.

Ahhh ok... that would make a big different (the 8.3 character format)

tgibson
28 Jan 2010, 10:33
Hi,

No, don't create a new material.

As stated above, open the Material Editor in GMAX (red ball on button at top right of screen), click the Pick button, and then click on the object that has that material. A Material will load into the Editor, and then you can click the blue/white cube for the texture to display. Repeat as needed.

Hope this helps,

Pyscen
28 Jan 2010, 10:54
Hi,

No, don't create a new material.

As stated above, open the Material Editor in GMAX (red ball on button at top right of screen), click the Pick button, and then click on the object that has that material. A Material will load into the Editor, and then you can click the blue/white cube for the texture to display. Repeat as needed.

Hope this helps,

Bingo!!! Got it! makes sense now! Thanks! I thought I was wearing the Dunce hat. Now trying to memerizing it,... :rolleyes:

arno
28 Jan 2010, 13:59
If you want to make use of the FSX material options you would have to create a new material in GMax.