Uvw map problems
by Riccardo Berta · in Artist Corner · 11/24/2005 (4:42 am) · 27 replies
I try to make a cube using uvw map with 3ds max 7, and I change the mapping in one of its faces.
The problem is that when I export in .map, my mapping is not present, I have for all the faces:
( -24.8731 -37.5635 0 ) ( 40.1015 15.2284 0 ) ( -24.8731 15.2284 0 ) SimpleTexture 0 0 0 1 1
I think that after the texture names I must have two square parentheses with some kind of numbers inside...
Consequences are that in Torque I see a mapping wrong.
Ideas?? ( I use Game Level Builder v 2.22 for .map exporting )
The problem is that when I export in .map, my mapping is not present, I have for all the faces:
( -24.8731 -37.5635 0 ) ( 40.1015 15.2284 0 ) ( -24.8731 15.2284 0 ) SimpleTexture 0 0 0 1 1
I think that after the texture names I must have two square parentheses with some kind of numbers inside...
Consequences are that in Torque I see a mapping wrong.
Ideas?? ( I use Game Level Builder v 2.22 for .map exporting )
About the author
#2
I have always the same problem in the .map file:
( -38.0711 -68.0203 3.3848 ) ( 35.0254 -68.0203 62.268 ) ( 35.0254 -68.0203 3.3848 ) SimpleTexture 0 0 0 1 1
11/24/2005 (5:25 am)
Also with planar what I see in Torque don't look like in 3ds max; I have always the same problem in the .map file:
( -38.0711 -68.0203 3.3848 ) ( 35.0254 -68.0203 62.268 ) ( 35.0254 -68.0203 3.3848 ) SimpleTexture 0 0 0 1 1
#3
I hear Game Level Builder v3 does a much better job.
11/24/2005 (5:31 am)
Game Level Builder v 2.22 doesn't do a very good job at outputting .map files. You will most likely need to texture your .map in Quark.I hear Game Level Builder v3 does a much better job.
#4
11/24/2005 (5:49 am)
Thanks
#5
I'm trying to find a plugin for 3ds max 7 that I can modify: GLB 2.22 map exporter is a binary.
11/30/2005 (1:47 am)
Game Level Builder v3 has the same problem about mapping. I'm trying to find a plugin for 3ds max 7 that I can modify: GLB 2.22 map exporter is a binary.
#6
I texture everything in QuArk which really sucks. But thats the way ive learned to handle it.
I love GLB3 because it can create interiors for my game SUPER FAST!!!!!.
They go together quick and always work.
I use QuArk to set up all the lighting and Portholes, and Textures.
I have never seen anything like GLB3 work so well for getting
all kinds of strange shapes, stairs, curved walls, multy level building into
the torque engine with no problems.
I Too would love the ability for texture information to export straight out
of 3Ds Max with GLB3. If this was possible, "Constructor" wouldnt be as hot on my list
of items to get.
I lie, Im getting "Constuctor" anyways. Its just I love modeling in max.
-Surge
11/30/2005 (5:07 am)
I have game level builder 3.I texture everything in QuArk which really sucks. But thats the way ive learned to handle it.
I love GLB3 because it can create interiors for my game SUPER FAST!!!!!.
They go together quick and always work.
I use QuArk to set up all the lighting and Portholes, and Textures.
I have never seen anything like GLB3 work so well for getting
all kinds of strange shapes, stairs, curved walls, multy level building into
the torque engine with no problems.
I Too would love the ability for texture information to export straight out
of 3Ds Max with GLB3. If this was possible, "Constructor" wouldnt be as hot on my list
of items to get.
I lie, Im getting "Constuctor" anyways. Its just I love modeling in max.
-Surge
#7
I got this off the GLB3 Forum I havnt tried it yet, but maybe there is an error
in the way we are processing the texture NAMES
please read......
-----Quote
Hi,
The .wad file is not important for Torque. To use textures with Torque you must name the material in max the exact same as the .jpg or .png image you are using but without the extension. i.e. If you are using the image 'Stone_Wall.jpg' you would name your material 'Stone_Wall', you should then be able to bring the textures from max into Quark/Torque etc..
Note: You will still need to setup a Quark texture list so that quark knows where the textures are that you are using.
Hope this helps,
-------EOF
Now i dont know if this will work. But it sounds juicy. Im going home tonight to see if this will
work, if it does GG can take as long as they want with Constructor.(Just kidding I want it!)
-Surge
11/30/2005 (5:18 am)
You know what? I found some interesting information after my last post.I got this off the GLB3 Forum I havnt tried it yet, but maybe there is an error
in the way we are processing the texture NAMES
please read......
-----Quote
Hi,
The .wad file is not important for Torque. To use textures with Torque you must name the material in max the exact same as the .jpg or .png image you are using but without the extension. i.e. If you are using the image 'Stone_Wall.jpg' you would name your material 'Stone_Wall', you should then be able to bring the textures from max into Quark/Torque etc..
Note: You will still need to setup a Quark texture list so that quark knows where the textures are that you are using.
Hope this helps,
-------EOF
Now i dont know if this will work. But it sounds juicy. Im going home tonight to see if this will
work, if it does GG can take as long as they want with Constructor.(Just kidding I want it!)
-Surge
#8
-----Quote
Hi Kerry,
GLB3 does not support UVW export from max, this will be coming in my next major package. When it exports textures it always uses standard world mapping.
How you texture depends on the engine you are using. If you are using an engine that takes .wad files (eg half-life etc..) then you need to use Wally to extract the .wad file into a folder of .bmps and then use BMPToMatLib to create a max material library from that folder.
--This is the good part---
If you use Torque then you can just apply .jpg or .png images directly to your scene but you will need to name your materials the exact same (case sensitive) name as the image but without the .jpg/.png extension.
It should then export correctly to a .map file for conversion to .dif.
No word on a release date yet.
Michael.
---eof
Im trying this tonight. Get back to all tomorrow.
-Surge
11/30/2005 (5:24 am)
O.k Last post on this till I can prove it, but one last quote from the GLB3 Forums.-----Quote
Hi Kerry,
GLB3 does not support UVW export from max, this will be coming in my next major package. When it exports textures it always uses standard world mapping.
How you texture depends on the engine you are using. If you are using an engine that takes .wad files (eg half-life etc..) then you need to use Wally to extract the .wad file into a folder of .bmps and then use BMPToMatLib to create a max material library from that folder.
--This is the good part---
If you use Torque then you can just apply .jpg or .png images directly to your scene but you will need to name your materials the exact same (case sensitive) name as the image but without the .jpg/.png extension.
It should then export correctly to a .map file for conversion to .dif.
No word on a release date yet.
Michael.
---eof
Im trying this tonight. Get back to all tomorrow.
-Surge
#9
11/30/2005 (5:50 am)
Im interested in this too. Ive owned GLB3 since its release, but never used it. It was just easier to do it in Cshop/pipeline at the time. But I will def. be using Constructor when it comes out. Let us know what you find out.
#10
Game Level Builder 3 and earlier didn't export mapping coordinates. That's why they're all at one. You need to buy the beta for v4 (Which I did). It cost me $500.
11/30/2005 (7:24 am)
I just spotted this thread now...Game Level Builder 3 and earlier didn't export mapping coordinates. That's why they're all at one. You need to buy the beta for v4 (Which I did). It cost me $500.
#11
11/30/2005 (9:43 am)
WOW! $500 ! well if it cost that much (even though I can afford it ;)) I think I will be waiting for constructor. Or upgrade my Cshop to 3DWS.
#12
11/30/2005 (10:08 am)
$500 is only for the exporter part. The rest of it will bring the price to around $1500 from what I understand.
#13
11/30/2005 (10:09 am)
@Genesis Just out of curiosity how well does it work with torque now? :) Does it take any kind of tweaking in another program or does it go from max to torque? You still have to use the Map2dif afterwards right?
#14
11/30/2005 (10:13 am)
So are you saying that you are using GLB3 with the GLB4 exporter?
#15
Essentially with a little work you can make max generate the map and slap it into your torque directory with one click.
11/30/2005 (10:14 am)
Yes, you still have to run map2dif_plus, but he has added a feature that lets you automatically run a script after it's done running, so you can write a short maxscript to execute map2dif_plus, parse the error log, and select the invalid brushes if you wish to do so (I have done this although it's not working at the moment... it has in the past though). Essentially with a little work you can make max generate the map and slap it into your torque directory with one click.
#16
11/30/2005 (10:15 am)
Yes, I bought GLB3, then payed extra money for 2 v4 max scripts which I manually installed (He doesn't have an install made yet) in order to get texturemap coordinates.
#17
11/30/2005 (10:20 am)
Why not try softimage's xsi ? the latest version is around 500 and it has everything you need: modeling, animation, uvmapping (the best among all); I bet one of these days an xsi exporter will show up (or use obj to dts tool); :) 3dsMax is way too expensive and inefficient for indies; just a thought.
#18
11/30/2005 (10:22 am)
Um, XSI does DTS. We're talking about DIF files for which I don't believe there is an exporter.
#19
11/30/2005 (10:24 am)
XSI doesn't have an exporter for DTS yet, does it? I thought DarkIndustries was still working on it (unless you're using an alpha/beta). It would be good info to have for the Artists' page if there is one.
#20
Mapel 3d says its already possible just by changing the Materials names to the same as the JPEG or PNG theyre derived from.
It dont know if it works, but for me the pipeline would still be
3dsmax>GLB3(proper naming)>QuArk>Torque
The only thing new is the Materials names, which is what I thought this was about.
And which is what I think we are all missing from our material lists.
I read their(maple 3d) forums, and the developer himself says he just got torque, and is learning how to export straight to DIF and thinks its just a simple problem with the floating points being exported.
$500 bucks for what? The price itself is scary.
Ill try this at home in a couple of hours, and report back to the Garage ASAP.
-Surge
11/30/2005 (12:14 pm)
If you guys read this thread properly my entries are quoted from Maple3d Forum. Mapel 3d says its already possible just by changing the Materials names to the same as the JPEG or PNG theyre derived from.
It dont know if it works, but for me the pipeline would still be
3dsmax>GLB3(proper naming)>QuArk>Torque
The only thing new is the Materials names, which is what I thought this was about.
And which is what I think we are all missing from our material lists.
I read their(maple 3d) forums, and the developer himself says he just got torque, and is learning how to export straight to DIF and thinks its just a simple problem with the floating points being exported.
$500 bucks for what? The price itself is scary.
Ill try this at home in a couple of hours, and report back to the Garage ASAP.
-Surge
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