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kams script problem


Faw[Ful]

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Hi all, who know kams script ? I have a problem, when I import a .dff file into 3dsmax with kams script I d'ont have texture and no texture in the material editor, I try to show where the .txd is but it d'ont work and export all image (.tga image) into the same folder of my .dff d'ont work so I need help !

I go see in google for my problem but nothing !

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Do I have to apply the material to the model so is like to begin again all the texture work,so What you say is to creat a material with a texture in the .txd on it and after the model can remember the texture he have on it ok, sound brillant I never think about that, but is long if I have a lot of texture picture.

Of course the .dff have his own UV registered in it so the work isnt big, but if I export the model after import it without take time to import all the texture picture in the material editor to see it on the model, the model lost his texture or not ? I mean the saved UV on it. I have to try that.

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All UV coordinates are saved inside the .dff and so are the name of textures. When you import a .dff to 3DS Max (you check what image extension you want to use, png, tga or bmp), it already has data that tells 3DS Max what texture name the model uses. What you have to do is extract the textures from .txd to regular image file (png, tga or bmp) and then you have to create material in 3DS Max which uses this texture. I don't know if you have any idea what I mean by that.. But that's how it works. 3DS Max can't use .txd as textures because these are game texture archives, not popular image files. So you have to extract images from .txd and use them in 3DS Max.

If you make a new texture with different name than original name then you have to update .txd file to let GTA know that this specific texture name is inside .txd. Remember, texture archive means it can contain more than 1 texture.

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