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FS2004 conversion of old API models

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italy
Dear all
I'm looking for the way to convert (ModelConverterX) the textures associated to API old model (see enclosed, created in FS previous release?): let say the source ask for some pictures (i/e "fanmmi-8.0af", "fanmmi-8.1af", "fanmmi-8.2af", ect) and, when converted to FS9 model, the bmp texture associated is only one of the originals and, of course, the converted model has mismatched texture.
Hoping the request sufficient clear ...
thanks in advance for the answers
Aldo
:(PS: I tryed to contact the russian author, but the mail is inactive
 

Attachments

  • fanmmi-8.jpg
    fanmmi-8.jpg
    47.3 KB · Views: 561
Hi,

If you go to the mass texture editor of ModelConverterX you can rename the textures. So you need to make sure they get a unique name there. In the editor you can also convert them to DXT BMP files.
 
Hi,

If you go to the mass texture editor of ModelConverterX you can rename the textures. So you need to make sure they get a unique name there. In the editor you can also convert them to DXT BMP files.

Hi Arno;)
I know on converting possibility, but the problem is that when you open the API model all the original texture are loaded, but when converted to MDL the associated texture is only one. I do not understand:confused:
to better explane see the enclosed pictures
thanks in advance for help
Aldo
 

Attachments

  • model_originalAPI.jpg
    model_originalAPI.jpg
    64.2 KB · Views: 523
  • model_originalAPI_laoded textures.jpg
    model_originalAPI_laoded textures.jpg
    77.7 KB · Views: 532
  • model_convertedMDL.jpg
    model_convertedMDL.jpg
    65.5 KB · Views: 445
  • model_convertedMDL_loaded texture.jpg
    model_convertedMDL_loaded texture.jpg
    88.6 KB · Views: 506
Hi,

You need to rename the textures before you export to MDL file. Since all original textures have the same name, only a different extension, it goes wrong when you just convert them to BMP.

So the procedure would be:

  1. Load API file
  2. Go to mass texture editor and rename all of the textures to a unique name
  3. Also let the mass texture editor convert to DXTBMP
  4. Export MDL
 
Hi,

You need to rename the textures before you export to MDL file. Since all original textures have the same name, only a different extension, it goes wrong when you just convert them to BMP.

So the procedure would be:

  1. Load API file
  2. Go to mass texture editor and rename all of the textures to a unique name
  3. Also let the mass texture editor convert to DXTBMP
  4. Export MDL

:)Hi Arno
I'm not able to follow you in point 2, sorry: if I open each original texture file (i/e fanmmi-8.0af) using ModelConverterX/Special tool/Texture Converter (128x128, DXTBMP setting save file, Show channel RGB) as "....\fanmmi-8.bmp", a warning message "Please set the path to ImageTool in the options" appears: i try to set the option/TextureLoader/FS2004Path as :C:\GMax\gamepacks\fs2004\tools\imagetool.exe, but the problem still remain.:mad:
When in the past I did to convert in BMP, the procedure seems correct and the bmp file was generated, but: when I repeated the operation with the second original souce (i/e fanmmi-8.1af) with the same name, the conversion ask me to overwrite the existing file ...:(

Where I'm doing mistake?:confused:
thanks in advance
Aldo
 
The Mass Texture Editor is a tool accessible via a button along the button row. It will display each texture name and you can rename it there.

Hope this helps,
 
Hi,

The ImageTool path is under Texture Settings, ImageToolPath. That is not the same as the FS2004Path. ModelConverterX uses ImageTool to make the textures.

You need it for the Mass Texture Editor as well. The advantage of using the Mass Texture Editor is that it also updates the textures names in the model. If you manually convert it that won't happen.
 
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