Model Converter X - Texture assignment

Hi, Everyone

Is there a way of seeing in Model Converter X (any version; I use 130 and 140) the textures assigned to each piece of object?

I ask because, when exporting as 3DS object, when importing into gmax, many of the texture names are so messed up it bcomes impossible to figure them out. In a slightly more complex object, figuring out what textures go where becomes a nightmare.

Thanks

Fern
 

tgibson

Resource contributor
Hi,

In MCX you can highlight (red) parts that use a specific material. Just check the box in the Material Editor and click on one of the Materials.
 
Aha! Thanks, Tom!

This will simplify the texture naming mess in 3DS objects in gmax.

Thanks

Fern
 

tgibson

Resource contributor
Hi,

This is how I sort those:

1. Use the red highlight in MCX to find a part that uses one of the materials.
2. Remember the texture(s) used for that part.
3. In GMAX, use the Pick button in the Material Editor (red ball button) and click on the part from step 1. A material will appear.
4. Click on the blue and white cube so the texture will be visible in the GMAX display
5. Click one of the messed up texture names listed in the Maps section.
6. Double click the black box in the resulting window labeled Bitmap.
7. Browse to the correct texture, click it, and click Open.
8. Repeat for any other textures used by this material.

Note that many times I find that scenery objects have had the night texture assigned to the Self Illumination slot, which causes my FS9 MakeMDL to give me an error. In these cases the quickest way I've found to remove the error is to create a new material with the LM night texture in the Ambient slot instead and Apply this new material to all parts involved. There may be a way to edit this "bad material" but I've never found it. I don't know if this is also true for the FSX and later XtoMDL programs though.

Hope this helps,
 
Top