Posts: 8
|
Post by spookeydonkey on Mar 9, 2017 1:54:32 GMT 10
How can I load the models with the correct textures in 3ds Max 2012? I can currently load the models I want, however I'm not sure how to load the models with the textures applied to the correct locations (yes, I'm a beginner at this but I am trying to learn).
I've converted all the .tex files to .dds. I was assuming that the .mod file would see the .dds files and automagically apply all the textures to their correct places. Am I mistaken? Did I miss a step?
For example, I'm trying to load the Hunter (I think from RE0, may be from RE 1...filename is em2f).
In the .mod folder (em2f\model\em\em2f) I have my em2f.mod, and all the textures that are dumped by arctool.exe. I also converted all of these to .dds.
What step am I missing?
|
|
Posts: 1,735
Original Join Date: Jul 27, 2007
|
Post by George on Mar 9, 2017 2:26:50 GMT 10
Now that you have converted the .TEX textures to DDS you will need to add the by hand what i mean with that is you will need to drag and drop the texture on max studio for example: Like in the picture just drag and drop on the face texture Then the mesh will have aplicated the face texture Do that with each part of the body (eyes , pans , gear, hat) with each corresponding texture of course.
|
|
Posts: 8
|
Post by spookeydonkey on Mar 9, 2017 2:41:25 GMT 10
Thanks! I just now saw this tutorial for RE6 (Jump to 7:06) and she uses the eyedrop tool to automatically build the structure of textures (I'm sure I'm using the wrong vernacular). After that she just replaces the target file. Anyway, this is what I came up with just by drag and dropping. It took several tries to get it right for some of the body parts (Head and Chest): imgur.com/a/GyEBlWhat would be the best export format so I can play around with my new friend in Max 17? Or should I stick to 12 for now? And one more thing: Animations. For RE6 they're .psk files right? What about for REmake and RE0? Or are they in the mod file already? (Sorry for so many questions).
|
|
Posts: 738
Original Join Date: May 20 2009
|
Post by Overseer on Mar 26, 2017 9:57:07 GMT 10
Thanks! I just now saw this tutorial for RE6 (Jump to 7:06) and she uses the eyedrop tool to automatically build the structure of textures (I'm sure I'm using the wrong vernacular). After that she just replaces the target file. Anyway, this is what I came up with just by drag and dropping. It took several tries to get it right for some of the body parts (Head and Chest): imgur.com/a/GyEBlWhat would be the best export format so I can play around with my new friend in Max 17? Or should I stick to 12 for now? And one more thing: Animations. For RE6 they're .psk files right? What about for REmake and RE0? Or are they in the mod file already? (Sorry for so many questions). While it can be done, sometimes you can still have problems with textures being assigned to the wrong part of the mesh as if you're going to mess with things - all of the recent games have used LOD/level of detail groups so you have higher quality meshes mixed in with the lower quality ones that you want to weed out if you're using it for other purposes. You've got an incorrect texture mapped to the lower legs and to part of the Hunter's right hand at a quick glance. The animations are within LMT files, which is the same format since 5 basically. However, to what I remember the only animation format cracked to be converted out was 5's. There were old tools for the GameCube versions, but I don't remember seeing any within the current ones. However, if you were after a few particular ones you could always dump the animations out from Umbrella Chronicles which can be converted out into PSK but at that effort it would've been easier to dump out the Hunter mesh as a corresponding PSA file to fiddle with and import into Max provided you had the scripts for that prepped. Exporting or saving as a usual type should be fine, it's that you can't reimport it back to an older version of Max if you do any saved changes to the file.
|
|