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Exporting to Collada

Hello

1) Within the below image: Where the "Image.016" is located. Click on the Mountain icon. What does it show?

2022-05-15 14_37_20-Window.png
 
Hello

1) Within the below image: Where the "Image.016" is located. Click on the Mountain icon. What does it show?

View attachment 81977
Hey -- I just get a dropdown with image.0xx for each of the 25 or so missing textures... So I'm not sure how to get the desired textures into Blender. They are in a TEXTURE folder adjacent to the .fbx file. When I click on the folder icon just to the right and select/load the correct image, nothing happens...

For three of the associated textures, there is a thumbnail that corresponds to the correct texture image, but still only an image.0xx number, and not a filename. These are the textures that seem to have randomly rendered onto the model at import.
 

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  • Blender 5_15_2022 1_20_27 PM.jpg
    Blender 5_15_2022 1_20_27 PM.jpg
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Hey -- I just get a dropdown with image.0xx for each of the 25 or so missing textures... So I'm not sure how to get the desired textures into Blender. They are in a TEXTURE folder adjacent to the .fbx file. When I click on the folder icon just to the right and select/load the correct image, nothing happens...

For three of the associated textures, there is a thumbnail that corresponds to the correct texture image, but still only an image.0xx number, and not a filename. These are the textures that seem to have randomly rendered onto the model at import.
Here's what I'm talking about -- the selected area correctly identifies the proper texture file and renders it, but it's still designated image.009...
 

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  • C__Program Files_Blender Foundation_Blender 2.83_blender.exe 5_15_2022 1_31_56 PM.jpg
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Since I don't have the scenery in front of me - What does the original Texture sheet look like? Send by PM, if you would please. When you exported to an fbx file... what happen with the textures?
 
Since I don't have the scenery in front of me - What does the original Texture sheet look like? Send by PM, if you would please. When you exported to an fbx file... what happen with the textures?
That's a good question. There are about 25 textures assigned to this model. I am able to see where each is rendered only by highlighting them in MCX. I cannot figure out a way to see how each texture was mapped on a UV map. When I exported to .fbx in MCX, the exported .fbx stayed in the same folder as the original .mdl and correctly pulls the textures from the adjacent TEXTURE folder when viewed in MCX, the same way as any .mdl file would be rendered by MCX.

My understanding about using the Autodesk converter was that it would neatly place the model and textures together into a folder that Blender easily recognizes on import of the .fbx model. When I initially ran the Autodesk converter to update the original conversion, it did this. It left me with a folder containing model and textures. Perhaps this is the trick?
 
Hi,

Did you try to put the fbx file and textures in the same folder? MCX uses the FS search logic to look for textures, but Blender will not. In the FBX file there is only a filename, no path, just like in the MDL files.
 
Hi,

Did you try to put the fbx file and textures in the same folder? MCX uses the FS search logic to look for textures, but Blender will not. In the FBX file there is only a filename, no path, just like in the MDL files.
Arno -- this is exactly what I ended up having to do. Also, the textures were not being rendered by Blender as the original BMPs. I had to convert to .dds, but then flip them back over again (BMP style) in order for them to appear correctly on the model while in Blender, rather than upside down. Same in reverse once the model was exported back out, to view textures correctly in MCX!

Ultimately, .fbx kept the original UV map, and once I did all of the texture conversions/flipping and relocating, I was able to use MCX to highlight the textured areas of the original model and then assign the corresponding faces the same .dds textures in Blender (a relatively easy and straightforward task), then export again as .fbx, and use MCX to convert to .mdl. Here is the result -- SUCCESS!

I have set out what I originally intended to do, which was simply delete some blast fences from the 1962 CalCassics LHR Oceanic Terminal in order to build the terminal piers out (with Blender, eventually) and add them to the scenery to create T3 as it appeared in 1968. I will post that final model when it's done, along with the Europa Terminal converted to 1968 T2 with the pier extensions, once I use this process to remove the two outer passenger ramps to the tarmac, since that's where the pier extensions will go.

Now that I understand how this process works, I will be able to tweak many early 60s CalCassics terminals and take them into the late 60s and 1970s. Most require that some element be removed in order to make room for whatever enlargements were added later on, but these CalCassics buildings are just GOLDEN and such a fantastic foundation for this endeavor of mine.

Thanks everyone for sharing your tips and insights through this challenging assignment!

Alex
 

Attachments

  • ModelConverterX 5_15_2022 11_42_23 PM.jpg
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