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Full Version: Help with mesh. Export from 3DS max to Amnesia model editor
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Hello,
I'm trying to export a mesh file from 3DS max to amnesia editor. The mesh is successfully imported into the a.m.e. but it's transparent. The mesh has normal maps, texture maps and UVs in 3DS but they are not transferred to the a.m.e. That's my first try to make a model. I don't need any animations or rigging. Just the mesh imported and some details added. If you're interested contact me. I'll sent you a link to my dropbox to download the maps and low poly mesh. It's for my next episode of shades of clarity.
descented_angel_amnesia-clarity@yahoo.gr
Thank you!
First off, wrong forum, moved.

Secondly, you need to create a material file using the materialeditor, otherwise your model will not show up.
Thank you. How do I do that? So there is nothing wrong with the dae? I just have to do something in the editor?
Right, so upon exporting your DAE, make sure that you've placed your .dds textures within the amnesia directory, assign the DDS diffuse from the amnesia directory as your diffuse in a 3Ds max material and apply it to your model, then export your DAE.

Now you're going to go find materialeditor.exe within amnesias main directory, it'll launch a material editor window, assign your diffuse/nrm/spec whatever you might want, make sure you set the material to SolidDiffuse first.

Now save your material out into the same directory and under the same name as your diffuse texture.

BOOM, all gone right, you can now see your model within the editor.
Thanks! Makes sense. And something else. My model has many parts. Do I have to merge all the parts just to have one common UV, texture and normal map? Or is there a way to merge the maps in the material editor. I don't think I can merge the HP mesh without losing all my sub divs all the way to LP mesh.
Wow. No need buddy. It worked great with many parts too! Thanks a lot!
Glad to help.
(09-08-2013, 02:18 PM)Traggey Wrote: [ -> ]First off, wrong forum, moved.

Secondly, you need to create a material file using the materialeditor, otherwise your model will not show up.

wrong, all that is required is the collada and the texture, the material file will be automatically generated if the model was exported properly.
Wrong my ass, go home.
(09-08-2013, 10:03 PM)The Mug Wrote: [ -> ]
(09-08-2013, 02:18 PM)Traggey Wrote: [ -> ]First off, wrong forum, moved.

Secondly, you need to create a material file using the materialeditor, otherwise your model will not show up.

wrong, all that is required is the collada and the texture, the material file will be automatically generated if the model was exported properly.

PLOT TWIST
You're the one who's wrong here. Yeah you are correct that you need the COLLADA and Texture, but you have to generate the material file from the Material Editor too.

Alternatively, you can generate a .mat file by opening the model up in the Model Viewer.
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