[project1dev] Re: Attention all artists!

  • From: "Chris Sherman" <cshermandesign@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 26 Apr 2009 11:19:02 +0000

A solution to the texture issues could be to bake them. I know eric knows what 
I mean by this, but in case somebody else doesn't...
Texture baking basically unwraps the uv map and "bakes" the placed texture file 
into a jpg that should work cross platform, this is the way its supposed to 
work. I have had success doing this from 3ds to other proggys like torque 
engine, I don't know if it always applies though 
Sent from my BlackBerry

-----Original Message-----
From: eric drewes <figarus@xxxxxxxxx>

Date: Sun, 26 Apr 2009 01:58:07 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Attention all artists!

the process is pretty quick and painless too... i've had some minor issues
with losing materials i made in c4d but by and large they go pretty easily
and if you're creating your own textures w/ images (i think wurmz is doing
this?) i dont think you'd have any problem at all.

my method is to import it into 3ds and then "export" as a 3ds file (don't
just save it as a 3ds file... use export) thats the best i found after
playing with it but if someone has something better, or has any ideas with
this, definitely share em :)

On Sun, Apr 26, 2009 at 1:42 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> For anyone who doesnt already know this, Eric discovered that milkshape
> imports 3ds files, so you don't have to do any crazy intermediary files
> first!
> Soo...
> you can make stuff in 3ds, then bam, directly load into milkshape and save
> as a milkshape file so that it can be used in game.
> Since 3ds can import so many formats, basically you can work in any program
> you want, import it into 3ds, save as 3ds, then import into milkshape, save
> as milkshape and then use in game.  It's more steps but it does work.
> Just wanted to make sure everyone knew the good news! (:

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