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.Max to .3ds to vxl?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jan 22, 2010 8:08 pm    Post subject:  .Max to .3ds to vxl? Reply with quote  Mark this post and the followings unread

is there a way to convert a .3ds to voxel and have it bring the textures with it? I dont like the way some of my .shp vehicles perform ingame, so I'm trying to convert them over to voxel, but exporting them into .3ds form then using 3ds2vxl only converts the model to vxl without any textures. I have all things checked on with the 3ds2vxl main page, like textures and stuff. Am I doing something wrong? or is this something normal for .3ds files? I'd sure hate to have to recolor everything.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jan 23, 2010 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

3 things
1. make sure the texture is in bmp format (else 3ds2vxl can't use it)
2. make sure the textures filename is not longer that 8 characters (3ds format truncates at 8 characters, thus textures with longer filenames aren't used anymore)
3. make sure the textures are in the same folder as the 3ds file when you convert it via 3ds2vxl.
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 23, 2010 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh, thanks LKO. Some of my textures are/were .jpg and had names like 15 characters long. Cool, thanks again Razz
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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Mon Feb 01, 2010 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae, rule 1 and 2, as you listed here, don't apply anymore. since i supported SDL, a lot more image formats are supported. also the file names can be long but the program will get confused if the chopped down names make them similar to one other.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Feb 01, 2010 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ViPr, have you noticed your website (linked in your sig) is down?

The file names can be longer as long as the first eight characters are unique.
For example 'texture_wood.bmp' will get confused with 'texture_metal.bmp' because the first eight characters or both files are 'texture_'. But 'tex_woodpanel.bmp' and 'tex_metalpanel.bmp' would be fine because they truncate to 'tex_wood' and 'tex_metal'.
I kept using .bmp even after the new format support but I suppose the most sensible thing would be to use .tga.
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Feb 01, 2010 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't Geocities defunct now? Not surprising the link is dead.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Feb 02, 2010 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to call your (specially ViPr's) attention to this topic.

And yea, I've imported a model that used TGA with 3ds2vxl and textures were imported correctly.

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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Sat Aug 07, 2021 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
3 things
1. make sure the texture is in bmp format (else 3ds2vxl can't use it)
2. make sure the textures filename is not longer that 8 characters (3ds format truncates at 8 characters, thus textures with longer filenames aren't used anymore)
3. make sure the textures are in the same folder as the 3ds file when you convert it via 3ds2vxl.


Hi I got a problem.
I tried to convert to 3ds but no texture. Can you look at the file?
I might did something wrong


zapzap.rar
 Description:
All details needed. bmp is shorter than 8 character and in the same place as 3ds but no texture.

Download
 Filename:  zapzap.rar
 Filesize:  6.53 MB
 Downloaded:  0 Time(s)


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