here is what you do, apply to the texture to the mesh, make sure that you set the UVs where you want. Now delete the textures. ok now start fresh by clicking the button that asks you what type of texture you want, select bitmap, but dont select the DDS texture. instead hit cancel, and it will take you to the same screen as normal but it will say none in the box. now rename the material name to that of the texture, for instance mine was fbattle.dds and then apply it to the model, and then add
Eomega
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yeh it works perfectly. The only downside, like i said is the no support for multiple textures and multiple mesh parts. But hopefully you will have it sorted out soon, so I can wait, hehe. EO
sorry for the double post, but is there going to be a chance of a support for multiple textures and multiple mesh pieces? EO
EDIT: Dont mind this post, I didnt realize last night that I needed to copy all of the textures when I made the new mod. A pic of the progress: [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SovySins.jpg[/IMG] EO
[quote] Theres a reason why theyr called max 9 and max 7. [/quote] you don't say? I never would have figured that without your wonderful deduction, Thanks! You are being asinine, I was informing the creator of this script of where it works, and where it doesn't, as is the rest of the people posting EO
I just ran the script in Max 7, and it works perfectly... but I would prefer not to have two installs of Max on my computer
I am running Max 5. The original worked, but when i went and downloaded the new version (before debug) it said that there was that error. And I downloaded it 6 separate occasions just to make sure. Same error each time. And I just downloaded the one with Debug, still have the error.
what I mean is that when I try to run the script before I import or anything of the sort it comes up with that error.
I dont know if anyone else has played with this yet, but anytime I try to run the script it ends up with an error. here it is: [quote] --Syntax error: at ),, expected ] -- In line: texture.v_diffuse=[1.0,1.0,1.0,1.0] -- In file: mzp.run in patckage C:\3dsmax\scrips\SINS_Tool.mzp [/quote]
[quote] Grrrrr...Makes me angry that no one is creating a stargate mod [/quote] Im creating a stargate mod, PM me if you want details [quote] .. It is not a question of "If", but "When" <img id="ImageResize_Image_2" onload="ImageRe
[quote] This is excellent because 3dsmax is my weapon of choice for modeling (many others too). I use 3dsmax version 6. Ill give this script a try later. However you should specify which version/s this script is intended for. [/quote] It works with My version of Max 5 so it should work with 6, especially being that its a script and not an importer. you did great work, and cant wait to try your export feature out. EO
works now, you rock
What version of max does this support? I have tried it on Max 5 and Max 7 and I get the same thing... a Runtime Error. --Runtime error: fileIn: can't open file - "help.ms"
[quote] What do you mean? You can jump from any star, to any star. That was a design decision, and has been locked for a while. That said, the ability to jump from a planet in one star system to a planet in a another does exist -- but you have to add the lines in question "by hand". [/quote] how do you do this? I have made a map with several stars, each of them has a wormhole, but when I try and link the wormholes together it wont
I have sent an email to you about it, I already have a site to work on, which is in the email.
Hello everyone, When I first saw Sins, I notcied the fighter support right away, and then I immediately thought about a Wing Commander mod, however Im a fan of WC, but not that big of a fan. I was then watching an Episode of Stargate Atlantis where they had a massive ship battle, and I thought about making a Stargate mod, that plus Im helping with a Stargate mod for another game. Anyhow, I was thinking about creating this mod, and I could sure use some help once the tools come out, an