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Texture Reference Problem

Unread postPosted: Tue Jun 17, 2014 7:46 pm
by MaineLines
Does anyone know how the TS2014 Blueprint Editor exporter decides where to look for textures? I started my 3ds max project with all textures in the main project folder then decided to move them to a Textures folder to follow standard practice. I made sure all my max references now pointed to the Textures folder and re-exported the IGS file. The Blueprint Editor still refuses to export unless all textures are in the main project folder.

Re: Texture Reference Problem

Unread postPosted: Tue Jun 17, 2014 9:22 pm
by PapaXpress
It looks for mine in the textures folder.

Re: Texture Reference Problem

Unread postPosted: Tue Jun 17, 2014 10:54 pm
by Bananarama
Max will display textures when moved as far as one level down (new folder within the original location or from a virtual or relative path if the model itself was moved). However, you still need to reselect them using the material editor in Max and export a new IGS file for those paths to be found by the Blueprint Editor, which doesn't support virtual paths.

Re: Texture Reference Problem

Unread postPosted: Tue Jun 17, 2014 11:52 pm
by MaineLines
That is what I remember doing in the past. Make sure all textures in the max Material Editor point to the Textures folder, export the IGS, then export with the Blueprint Editor. Here is what max thinks my references are and the the error message the Blueprint Editor gives me:

Re: Texture Reference Problem

Unread postPosted: Wed Jun 18, 2014 6:25 am
by Bananarama
Have you actually tried re-selecting the textures from the Material Editor?

Re: Texture Reference Problem

Unread postPosted: Wed Jun 18, 2014 10:55 am
by MaineLines
Yes, I did try selecting all the textures again in the Material Editor and even removed and re-applied the textures before exporting. I guess it has to be something in the IGS file that is directing the Blueprint Editor to look in the wrong place. The only other thing I can think to try is to export then import the max file in something like .OBJ

Re: Texture Reference Problem

Unread postPosted: Wed Jun 18, 2014 3:21 pm
by Bananarama
MaineLines wrote:Yes, I did try selecting all the textures again in the Material Editor and even removed and re-applied the textures before exporting. I guess it has to be something in the IGS file that is directing the Blueprint Editor to look in the wrong place. The only other thing I can think to try is to export then import the max file in something like .OBJ

Or you could use the UVW Remove utility in Max (Materials Only) and assign a new multi-subobject material or import the model (with the textures removed) to a new scene and assign new textures to that. Exporting to a new format and reimporting will do the same thing, but is unnecessary and requires a few extra steps.

Re: Texture Reference Problem

Unread postPosted: Wed Jun 18, 2014 7:09 pm
by MaineLines
Thanks, I'll give that a try.

Re: Texture Reference Problem

Unread postPosted: Mon Aug 03, 2015 12:30 pm
by chrisell
Just for completeness - as this topic never seemed to get answered - look at the "export with namespaces" option in the IGS exporter. Set it to the opposite of what you currently have it set to (most of the time I think you need to enable it) and then your exports should work find in the blueprint editor.

Re: Texture Reference Problem

Unread postPosted: Mon Aug 03, 2015 3:47 pm
by buzz456
chrisell wrote:Just for completeness - as this topic never seemed to get answered - look at the "export with namespaces" option in the IGS exporter. Set it to the opposite of what you currently have it set to (most of the time I think you need to enable it) and then your exports should work find in the blueprint editor.

Hey it's only been a year+. *!greengrin!*

Re: Texture Reference Problem

Unread postPosted: Thu Mar 10, 2016 1:11 am
by sswgp60
Hello,

I'm using 3DS max 2016 and I'm having trouble exporting my models with textures into railworks. I have saved the dds files and referenced them to my textures folder to no avail.

I see you mentioned ticking the "export with namespaces" however I can't find that option? Is it within 3ds max?

Regards,

Re: Texture Reference Problem

Unread postPosted: Thu Mar 10, 2016 9:34 am
by jpetersjr
Do you have a texture folder outside of 3ds Max, if you do you can use your RWAce tool to manually create your texture files from out of your texture folder, it might take a little longer, but it does work.


See if you can use the RWAce tool and see if this help.


All you need to know is what the name was from the textures you used in 3ds Max and manually convert these into their Ace form, these will then work in RW.

Re: Texture Reference Problem

Unread postPosted: Thu Mar 10, 2016 9:06 pm
by sswgp60
That worked! Thank you jpetersjr!

Solution:

Using 3ds max I used the "UVW Remove utility " and removed only the material. Then added the UVW unwrap modifier and referenced the maps from my Textures folder.

Instead of using .DDS I used the RWAce Tool and converted a PNG file to the ACE. **