Help for getting ships in X3:TC
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God Only if this Thread existed 8 or 9 months ago when I was having troubles building X3 ships then I might have actually been successful in the past 4 pages well....it is all the problems I had answered woot So gonna get back to modeling only thing that stopped me before was the damn textures not working in game....oh and scene files.
If your best is not good enough why even try?
SEE THIS, SEE THIS!!! YOU BEEN TROLLED!
SEE THIS, SEE THIS!!! YOU BEEN TROLLED!
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- Posts: 3464
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One thing I forgot to mention is change the 0 to what ever the entry number is. For example heres one of my models :
The correct way to do this is before you start texturing import a ego ship and delete the model, this sets up the material editor.
Post the new code up if it still is not working and ill take a look again.
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
MATERIAL6: 1; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.39999; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;3.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;terran_platesheet_white_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.2; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.dds; t_BumpTexture;SPTYPE_STRING;terran_platesheet_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.0; t_SpecularTexture;SPTYPE_STRING;terran_platesheet_spec.dds; t_LightMapTexture;SPTYPE_STRING;NONE_BLACK.dds; t_OcclusionTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_OCCL_DECAL.dds; g_MatOcclStr;SPTYPE_FLOAT;2.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;5.0; p_TexTiling;SPTYPE_FLOAT;100.0; t_CubeMapTexture;SPTYPE_STRING;F:\SRC\X3.5\[Assets]\Terran\x3.5 Textures\Textures\envmap.dds; g_FresnelExpon;SPTYPE_FLOAT;3.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;1.0;0.639206;0.066666;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.458817;0.631363;0.643127;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;36.0; g_Color_HighlightPower;SPTYPE_FLOAT;44.0; g_Color_Weighting;SPTYPE_FLOAT;0.599991; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;112; technique;SPTYPE_LONG;0;
Post the new code up if it still is not working and ill take a look again.

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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
lol, yea well, i started from zero zilch nada nothing knowlage of modding ships till the point where i can get floating guns with engines detatched to them into the game now..Botpwned wrote:God Only if this Thread existed 8 or 9 months ago when I was having troubles building X3 ships then I might have actually been successful in the past 4 pages well....it is all the problems I had answered woot So gonna get back to modeling only thing that stopped me before was the damn textures not working in game....oh and scene files.


thanks killerog, ill try again..

just for a test i re-imported the scene i extracted back into max, for some reason all i get is a box in the middle of my screen with all special parts.. some have their pivots wrong and eveything..

screenshot:
[ external image ]
you can see that the engine emitters and the aft turret/camera have their pivots placed wrong..

btw: this is what my scene looks like befor i export it into bod format..
[ external image ]
fully textured and the pivots and turret are placed into the correct direction..
Last edited by Anubitus on Sat, 18. Sep 10, 22:08, edited 1 time in total.
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
i suppose the "0" you mention is the one right after "MATERIAL6"..?killerog wrote:One thing I forgot to mention is change the 0 to what ever the entry number is.
so that would mean
turn this:
Code: Select all
MATERIAL6: 0; 0; metal_argon_simple_plating_v5_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; metal_argon_simple_plating_bump.dds;30; NULL;100; NULL;100; NULL;0; // Material #648
MATERIAL6: 1; 0; metal_argon_exhaust_source_01_light.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; metal_argon_exhaust_source_01_bump.dds;30; metal_argon_exhaust_source_01_light.dds;100; metal_argon_exhaust_source_01_spec.dds;100; NULL;0; // Material #671
MATERIAL6: 2; 0; glass_variations_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #705
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
MATERIAL6: 1; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
MATERIAL6: 2; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
thanks for the help killerog
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- Posts: 180
- Joined: Sat, 15. Aug 09, 03:30
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
still invissible..
here is a part my body file.. pls take a look at it and tell me what is wrong.. i must be doing something wrong.. misunderstand something..
and this is what is exported from max..
here is a part my body file.. pls take a look at it and tell me what is wrong.. i must be doing something wrong.. misunderstand something..
Code: Select all
/# Exported with dbox2 1.11 from interceptor5e.max at 15/09/2010 16:42:37
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
MATERIAL6: 1; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
MATERIAL6: 2; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;
Code: Select all
MATERIAL6: 0; 0; metal_argon_simple_plating_v5_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; metal_argon_simple_plating_bump.dds;30; NULL;100; NULL;100; NULL;0; // Material #648
MATERIAL6: 1; 0; metal_argon_exhaust_source_01_light.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; metal_argon_exhaust_source_01_bump.dds;30; metal_argon_exhaust_source_01_light.dds;100; metal_argon_exhaust_source_01_spec.dds;100; NULL;0; // Material #671
MATERIAL6: 2; 0; glass_variations_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #705
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- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
http://i45.photobucket.com/albums/f60/k ... /step1.jpg
Image 1 shows what you should have in the mat editor once you import any ship with X3 mat entries.
Drag any one of these onto your ship. Then replace that texture with your one (see image 2)
Also make sure you have the same settings as I do for dbox
http://i45.photobucket.com/albums/f60/k ... /step2.jpg
Image 2 shows what you should get when you click on one mat entry.
The red square is where the textures need to be changed to your own ones.
http://i45.photobucket.com/albums/f60/k ... /step3.jpg
Image 3 shows the shader, and the Mat definition. Only change the shader here if you want a different one.
All materials should say X3 material (as shown in image 2).
Hope that clears up any problems.
Image 1 shows what you should have in the mat editor once you import any ship with X3 mat entries.
Drag any one of these onto your ship. Then replace that texture with your one (see image 2)
Also make sure you have the same settings as I do for dbox
http://i45.photobucket.com/albums/f60/k ... /step2.jpg
Image 2 shows what you should get when you click on one mat entry.
The red square is where the textures need to be changed to your own ones.
http://i45.photobucket.com/albums/f60/k ... /step3.jpg
Image 3 shows the shader, and the Mat definition. Only change the shader here if you want a different one.
All materials should say X3 material (as shown in image 2).
Hope that clears up any problems.

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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
i dont know..i thought with x3 materials, ppl ment the dds files that are in the dds folder of the game..
i took a standard material from the materials/standard section in the slate materials editor.. now just when i went back i can see that there is a x3 material option a bit further down..
ill try it out tomorow.. need to get up early tomorow.. past few days now.. no time.. argh.. i should take a week.. what am i saying, a few weeks off for this..
thanks guys..
i took a standard material from the materials/standard section in the slate materials editor.. now just when i went back i can see that there is a x3 material option a bit further down..

ill try it out tomorow.. need to get up early tomorow.. past few days now.. no time.. argh.. i should take a week.. what am i saying, a few weeks off for this..

thanks guys..
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
Code: Select all
MATERIAL6: 0; 0x2000000; 1; ; 4; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_plating_v5_diff.dds; t_SpecularTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_LightMapTexture;SPTYPE_STRING;NULL;
MATERIAL6: 1; 0x2000000; 1; ; 4; t_DiffuseTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_light.dds; t_SpecularTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_spec.dds; t_BumpTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_bump.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_light.dds;
MATERIAL6: 2; 0x2000000; 1; ; 4; t_DiffuseTexture;SPTYPE_STRING;glass_variations_diff.dds; t_SpecularTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;NULL; t_LightMapTexture;SPTYPE_STRING;NULL;
MATERIAL6: 3; 0; NULL; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #765
MATERIAL6: 4; 0x2000000; 1; ; 4; t_DiffuseTexture;SPTYPE_STRING;metal_argon_pipes_tech_diff.dds; t_SpecularTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;metal_argon_pipes_tech_bump.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_pipes_tech_light.dds;
MATERIAL6: 5; 0x2000000; 1; ; 4; t_DiffuseTexture;SPTYPE_STRING;metal_argon_circular_diff.dds; t_SpecularTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;metal_argon_circular_bump.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_circular_light.dds;
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- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
yes yes, i know.. but topcross said that the materials i exported from max wherent x3 materials.. now i used the x3 materials instead of the standard one.. so is this correct then..?
this is from the body file i exported from max BEFOR i altered it..
if i know i did it right this time, that i used the correct materials for the body, then i can change it to the example you gave me..
if not, i ll have to start over..
thanks
this is from the body file i exported from max BEFOR i altered it..
if i know i did it right this time, that i used the correct materials for the body, then i can change it to the example you gave me..
if not, i ll have to start over..
thanks
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- Posts: 180
- Joined: Sat, 15. Aug 09, 03:30
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
okay..
so, i did misunderstand what you guys said..
i think i done it right this time..
imported a titan into the scene
deleted the titan
opened the materials editor, the compact one
selected the part of the interceptor i wanted to texture
took a material from the list, dragged it over the selected interceptor part
repeated this till ship was textured
callapsed and resseted the x-form
exported the body and scene
is this the right flow of actions..?
this is the materials part of the exported body file..
if this is correct, what(how) exacly do i change (this) to make this work..?
i dont understand what exacly i have to change in your example to get my textures working..
kilerog's example:
so much text, i cant make heads nor tales from this.. 
so, i did misunderstand what you guys said..
i think i done it right this time..
imported a titan into the scene
deleted the titan
opened the materials editor, the compact one
selected the part of the interceptor i wanted to texture
took a material from the list, dragged it over the selected interceptor part
repeated this till ship was textured
callapsed and resseted the x-form
exported the body and scene
is this the right flow of actions..?
this is the materials part of the exported body file..
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_base_metal_plating_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_base_metal_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.0; t_SpecularTexture;SPTYPE_STRING;metal_argon_base_metal_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NONE_BLACK.dds; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;0.0; p_TexTiling;SPTYPE_FLOAT;1.0; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.0; g_MatMinFresnel;SPTYPE_FLOAT;0.0; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
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MATERIAL6: 2; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;0; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.59999; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_specialglass_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_specialglass_alpha8.tga; t_BumpTexture;SPTYPE_STRING;NONE_NORMAL.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.0; t_SpecularTexture;SPTYPE_STRING;metal_argon_specialglass_spec.dds; t_LightMapTexture;SPTYPE_STRING;NONE_BLACK.dds; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;0.0; p_TexTiling;SPTYPE_FLOAT;1.0; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.0; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
MATERIAL6: 3; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_base_metal_plating_v2_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_base_metal_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.0; t_SpecularTexture;SPTYPE_STRING;metal_argon_base_metal_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NONE_BLACK.dds; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;metals\argon\metal_argon_base_metal_plating_bump.tga; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;0.0; p_TexTiling;SPTYPE_FLOAT;1.0; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.0; g_MatMinFresnel;SPTYPE_FLOAT;0.0; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
i dont understand what exacly i have to change in your example to get my textures working..
kilerog's example:
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;

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- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
Ignore all that text in the text editor. Thats for advance texture controls ect.
In 3dmax simply change the texture to your own one. Show in the red box :: http://i45.photobucket.com/albums/f60/k ... /step2.jpg
In 3dmax simply change the texture to your own one. Show in the red box :: http://i45.photobucket.com/albums/f60/k ... /step2.jpg

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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
thanks for the info killerog, but im going to stick with the x3 textures for now and save the texturing for when my skills are a bit better and im at least able to get ships in the game..
so..
here is a screenie of my max scene, on the left side you can see the mat editor, showing the x3 "argon_M2_OCC_N_scene" multitexture.. i used the first one for the hull of the interceptor, the one with ID 39 for the engine exhaust, the one ID 44 for the piece where the front laser is mounted and the one with ID 50 for the cockpit glass..
[ external image ]
now when i export this into a bod file, i get this error message..
[ external image ]
the exported .BOD file is empty..
thanks for the patience guys..
so..
here is a screenie of my max scene, on the left side you can see the mat editor, showing the x3 "argon_M2_OCC_N_scene" multitexture.. i used the first one for the hull of the interceptor, the one with ID 39 for the engine exhaust, the one ID 44 for the piece where the front laser is mounted and the one with ID 50 for the cockpit glass..
[ external image ]
now when i export this into a bod file, i get this error message..
[ external image ]
the exported .BOD file is empty..
thanks for the patience guys..
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- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
started over..
corvette this time, just a body and a cameradummy.. shouldnt be too hard.. *sigh*
textured it as described above.. other mat ID's but anyhow, its textured.. exported both the body and the scene.. no error this time..
this is what the body file mat entries look like..
how does that look so far..?
ps: i noticed that when i have 7 groups of poligons i have 7 mat entries (each for every group of polygons) but they are numbered starting from 0 and not from 1 while in max they start from 1..
the
entry is not used, i know its sloppy but i skipped polygon group number 6 for some reason.. 
EDIT: just tested it, invissible ofcourse.. i expected this tho..
so now i have to replace the texture entries with the correct ones from the "titan" body file.. is this correct..?
and if it is, if i used texture ID1 in max then i have to take texture entry 0 from the file right..? since they start from 0 and not form 1..?
corvette this time, just a body and a cameradummy.. shouldnt be too hard.. *sigh*
textured it as described above.. other mat ID's but anyhow, its textured.. exported both the body and the scene.. no error this time..
this is what the body file mat entries look like..
Code: Select all
MATERIAL6: 0; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;0.5; g_MatReflectionBias;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_antennas-B_04_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_alpha.tga; t_BumpTexture;SPTYPE_STRING;metal_argon_antennas-B_04_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;metal_argon_antennas-B_04_spec.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_antennas-B_04_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
MATERIAL6: 1; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;0.5; g_MatReflectionBias;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_exhaust_source_02_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_grid_alpha.tga; t_BumpTexture;SPTYPE_STRING;metal_argon_exhaust_source_02_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;metal_argon_exhaust_source_02_spec.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_exhaust_source_02_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
MATERIAL6: 2; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;0.5; g_MatReflectionBias;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_grid_alpha.tga; t_BumpTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_spec.dds; t_LightMapTexture;SPTYPE_STRING;metal_argon_exhaust_source_01_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
MATERIAL6: 3; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;0; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;0.5; g_MatReflectionBias;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_lattice_windowedgrid_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_windowedgrid_alpha8.tga; t_BumpTexture;SPTYPE_STRING;metal_argon_lattice_windowedgrid_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;metal_argon_lattice_windowedgrid_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
MATERIAL6: 4; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;0.5; g_MatReflectionBias;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_exhaust_trims_01_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;metal_argon_exhaust_trims_01_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;metal_argon_exhaust_trims_01_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
MATERIAL6: 5; 0; NULL; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #1727
MATERIAL6: 6; 0x2000000; 1; glass.fx; 60; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;3.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;glass_variations_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_WHITE.DDS; t_SpecularTexture;SPTYPE_STRING;glass_variations_spec.dds; t_CubeMapTexture;SPTYPE_STRING;I:\Exomod\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; effectfile;SPTYPE_STRING;glass.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;1702130277; technique;SPTYPE_LONG;0; t_BumpTexture;SPTYPE_STRING;NULL; t_LightMapTexture;SPTYPE_STRING;NULL;
ps: i noticed that when i have 7 groups of poligons i have 7 mat entries (each for every group of polygons) but they are numbered starting from 0 and not from 1 while in max they start from 1..
the
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MATERIAL6: 5; 0; NULL; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #1727

EDIT: just tested it, invissible ofcourse.. i expected this tho..
so now i have to replace the texture entries with the correct ones from the "titan" body file.. is this correct..?
and if it is, if i used texture ID1 in max then i have to take texture entry 0 from the file right..? since they start from 0 and not form 1..?
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- Posts: 180
- Joined: Sat, 15. Aug 09, 03:30
The number of MAT entries is the same, instead of 1-7 its 0-6, that's exacly the same.
So 0 in your text editor is 1 from 3ds max, 1 is 2, 2 is 3, ... .
And yes, import a vanilla ship, and edit the submats one by one, changing the paths of the pictures, and give it the right shader. Copy vanilla entries if you need more, or delete the leftovers if you have to many. (All of this in 3ds max, not in a texteditor ofcourse:p).
Look at what killerog posted a while back, his screenshots show what you should replace.
Remember to export your textures as .dds and place them in the right folder.

And yes, import a vanilla ship, and edit the submats one by one, changing the paths of the pictures, and give it the right shader. Copy vanilla entries if you need more, or delete the leftovers if you have to many. (All of this in 3ds max, not in a texteditor ofcourse:p).
Look at what killerog posted a while back, his screenshots show what you should replace.
Remember to export your textures as .dds and place them in the right folder.
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- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
i think i have corrected the mat entries in the .BOD file now
they look like this now:
testing now..
they look like this now:
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_diff.tga; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_alpha.tga; t_BumpTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_bump.tga; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.000000; t_SpecularTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_spec.tga; t_LightMapTexture;SPTYPE_STRING;metals\argon\metal_argon_antennas-B_04_light.tga; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.000000; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.000000; g_NormalDetailStr;SPTYPE_FLOAT;0.000000; p_TexTiling;SPTYPE_FLOAT;1.000000; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.000000; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; g_Brightness;SPTYPE_FLOAT;1.000000; g_Contrast;SPTYPE_FLOAT;1.000000; g_Saturation;SPTYPE_FLOAT;1.000000; g_Hue;SPTYPE_FLOAT;0.000000; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.000000; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.000000; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.000000; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.000000;0.000000; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.000000; g_Color_LinesPower;SPTYPE_FLOAT;9.000000; g_Color_HighlightPower;SPTYPE_FLOAT;12.000000; g_Color_Weighting;SPTYPE_FLOAT;0.500000; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
MATERIAL6: 1; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;metals\argon\metal_argon_exhaust_source_02_diff.tga; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_WHITE.dds; t_BumpTexture;SPTYPE_STRING;metals\argon\metal_argon_exhaust_source_02_bump.tga; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.000000; t_SpecularTexture;SPTYPE_STRING;metals\argon\metal_argon_exhaust_source_02_spec.tga; t_LightMapTexture;SPTYPE_STRING;metals\argon\metal_argon_exhaust_source_02_light.tga; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.000000; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.000000; g_NormalDetailStr;SPTYPE_FLOAT;0.000000; p_TexTiling;SPTYPE_FLOAT;1.000000; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.000000; g_MatMinFresnel;SPTYPE_FLOAT;0.000000; g_Color_Envipaint;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; g_Brightness;SPTYPE_FLOAT;1.000000; g_Contrast;SPTYPE_FLOAT;1.000000; g_Saturation;SPTYPE_FLOAT;1.000000; g_Hue;SPTYPE_FLOAT;0.000000; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.000000; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.000000; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.000000; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.000000;0.000000; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.000000; g_Color_LinesPower;SPTYPE_FLOAT;9.000000; g_Color_HighlightPower;SPTYPE_FLOAT;12.000000; g_Color_Weighting;SPTYPE_FLOAT;0.500000; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
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MATERIAL6: 3; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_windowedgrid_diff.tga; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_windowedgrid_alpha8.tga; t_BumpTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_windowedgrid_bump.tga; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.000000; t_SpecularTexture;SPTYPE_STRING;metals\argon\metal_argon_lattice_windowedgrid_spec.tga; t_LightMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_BLACK.DDS; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.000000; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.000000; g_NormalDetailStr;SPTYPE_FLOAT;0.000000; p_TexTiling;SPTYPE_FLOAT;1.000000; t_CubeMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.000000; g_MatMinFresnel;SPTYPE_FLOAT;0.000000; g_Color_Envipaint;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; g_Brightness;SPTYPE_FLOAT;1.000000; g_Contrast;SPTYPE_FLOAT;1.000000; g_Saturation;SPTYPE_FLOAT;1.000000; g_Hue;SPTYPE_FLOAT;0.000000; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.000000; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.000000; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.000000; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.000000;0.000000; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.000000; g_Color_LinesPower;SPTYPE_FLOAT;9.000000; g_Color_HighlightPower;SPTYPE_FLOAT;12.000000; g_Color_Weighting;SPTYPE_FLOAT;0.500000; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;16; technique;SPTYPE_LONG;0;
MATERIAL6: 4; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.029999; contrast;SPTYPE_FLOAT;1.001999; saturation;SPTYPE_FLOAT;7.209991; hue;SPTYPE_FLOAT;217.871994; colormatrix;SPTYPE_BOOL;1; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;metals\argon\metal_argon_vent_diff.tga; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_WHITE.dds; t_BumpTexture;SPTYPE_STRING;metals\argon\metal_argon_vent_bump.tga; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.000000; t_SpecularTexture;SPTYPE_STRING;metals\argon\metal_argon_vent_spec.tga; t_LightMapTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_BLACK.dds; t_OcclusionTexture;SPTYPE_STRING;C:\Documents and Settings\Mox\Desktop\GREEBLE\argon_M2_N_occl.tga; g_MatOcclStr;SPTYPE_FLOAT;1.000000; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;C:\3ds Max 9\Maps\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.000000; g_NormalDetailStr;SPTYPE_FLOAT;0.000000; p_TexTiling;SPTYPE_FLOAT;1.000000; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;1.000000; g_MatMinFresnel;SPTYPE_FLOAT;0.000000; g_Color_Envipaint;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; g_Brightness;SPTYPE_FLOAT;1.029999; g_Contrast;SPTYPE_FLOAT;1.001999; g_Saturation;SPTYPE_FLOAT;7.209991; g_Hue;SPTYPE_FLOAT;217.871994; g_Color_1;SPTYPE_FLOAT4;0.870575;0.803909;0.066666;0.000000; g_Color_2;SPTYPE_FLOAT4;0.415680;0.141174;0.086273;0.000000; g_Color_3;SPTYPE_FLOAT4;0.588226;0.098038;0.098038;0.000000; g_Color_Lines;SPTYPE_FLOAT4;0.933319;0.811752;0.000000;0.000000; g_Color_Highlight;SPTYPE_FLOAT4;0.745087;0.129410;0.098038;0.000000; g_Color_LinesPower;SPTYPE_FLOAT;50.000000; g_Color_HighlightPower;SPTYPE_FLOAT;10.000000; g_Color_Weighting;SPTYPE_FLOAT;0.500000; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;0; technique;SPTYPE_LONG;0;
MATERIAL6: 5; 0; NULL; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #1727
MATERIAL6: 6; 0x2000000; 1; standard_lighting.fx; 68; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;1.000000; g_MatSpecularPower;SPTYPE_FLOAT;10.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;I:\Exomod\dds\unique_argon_M5_04_light.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.000000; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_NORMAL.DDS; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.000000; t_SpecularTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_WHITE.DDS; t_LightMapTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_BLACK.DDS; t_CubeMapTexture;SPTYPE_STRING;I:\Exomod\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.000000; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; g_Brightness;SPTYPE_FLOAT;1.000000; g_Contrast;SPTYPE_FLOAT;1.000000; g_Saturation;SPTYPE_FLOAT;1.000000; g_Hue;SPTYPE_FLOAT;0.000000; effectfile;SPTYPE_STRING;standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;1634485053; technique;SPTYPE_LONG;0;
Last edited by Anubitus on Sat, 18. Sep 10, 23:52, edited 2 times in total.