• 3DSMAX for source modelling
    3 replies, posted
Yeah, I know I might be a little late, but I decided to jump into the modelling bandwagon. So, modelling in 3dsmax isn't a problem at the moment, but what I would like to know is how do I make my texture appears ingame ? Because all this material shit is confusing me and I didn't found what I want on interlopers. Anyone has an explaination or a tutorial about exporting 3dsmax stuff to the Source Engine ? Thanks
You need to convert the textures to VMT files using [url=http://nemesis.thewavelength.net/index.php?c=178]VTFEdit[/url], then write a VMT file for each of them (named the same as the texture you used for the model) set out like this: [code]"VertexLitGeneric" { "$baseTexture" "(your texture path)" }[/code] The "(your texture path)" bit must have the path to your VTF texture and the name of the VTF texture like this "models/hat/hattexture" (as an example)
I think he means setting it up in Max. You just have to apply your texture as a diffuse map and export that. The location of the texture [I]does[/I] matter, so you have to be careful what goes where. I usually just drop the texture (in .vtf form) into it's final folder and load that up in Max.
[QUOTE=OpethRockr55;17423523]I think he means setting it up in Max. You just have to apply your texture as a diffuse map and export that. The location of the texture [I]does[/I] matter, so you have to be careful what goes where. I usually just drop the texture (in .vtf form) into it's final folder and load that up in Max.[/QUOTE] Exactly what I wanted, kudos. I'll test that tonight.
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