Ok, here comes more details. I have tried fixing the problem by modifying the UV maps in gmax, I thought cylindrical maps were crashing it. Well, now I am sticking to planar and face and box mapping. Any issues with those?
Also, weirdly, gmax places textures correctly, but the images in the texture navigator are shown with some sort of offset. Well, placing them correctly in UV mpas however works very well, you see it perfectly in gmax, but in Milkshape they are moved just as there was a real offset that has not been translated to Milkhape. I modified the texture images to compensate, with great reslt in Milkshape etc.
Anything like my problem known?
Can it be the box UV mapping? Although earlier I had sucessfully exported a ship with box mapping...
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MILkshape crashes when trying to export to cmp or mat.
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Well, I tried around the recent version of the model, and upon removing the UV maps from one texture group, It worked! Well, I used the box UV map on that one, maybe it caused the crash of Milkshape, or maybe the exporter can only support one single box map (I had about 3 on different parts). I will keep you up to date. If it work, the next version of the Prometheus mod will contain the Cyclops Bretonia Ultra-light fighter.
I've had a lot of experience working from Gmax to MS3D--> CMP... and I've said this before in another thread, and I'll say it again here:
1. When exporting to the Quake3 format, I strongly suggest that you do not do any welding. Leave your tris unwelded before exporting. MS3D's tools for dealing with errors caused by welding are very crude, and I've had to use a commercial-grade app. (Rhino3D 3.0, with their polygon Bonus Tools installed) to unify and fix many problems with Gmax model imports that simply cannot be fixed with MS3D.
2. The CMP exporter tends to choke on a lot of mapping methods. You've already seen one of them, and I'm sure you'll see the others as you try experiments. My advice: whenever humanly possible, use one texture... and use multiple mapping methods for the sub-parts. I use a freeware program called UVMapper (which makes use of the OBJ format) to set up my maps, and then I execute them all on a single texture. This tends to be less efficient in terms of the size of the texture (obviously, it'll have to be big enough to get details in) but it tends to be more efficient memory-wise (with DDS mipmaps, the memory usage per LOD is actually better than with multitextures), is easier to edit, and it's more likely to be compatible. I have only seen the CMP exporter crash, honestly... when I've taken objects with complex curved surfaces (i.e., with lots of welding) from Rhino (which, I'll be the first to admit, doesn't produce the most optimized geometry for gaming) to Gmax... and then when I import it into MS3D... it's screwed up. I've solved this issue by not unwelding all parts before export to Gmax... and then not allowing Gmax to weld them- I do the welding either in Rhino (which has a much better unify function, and calibrated weld-by-vert-angle) or in MS3D.
1. When exporting to the Quake3 format, I strongly suggest that you do not do any welding. Leave your tris unwelded before exporting. MS3D's tools for dealing with errors caused by welding are very crude, and I've had to use a commercial-grade app. (Rhino3D 3.0, with their polygon Bonus Tools installed) to unify and fix many problems with Gmax model imports that simply cannot be fixed with MS3D.
2. The CMP exporter tends to choke on a lot of mapping methods. You've already seen one of them, and I'm sure you'll see the others as you try experiments. My advice: whenever humanly possible, use one texture... and use multiple mapping methods for the sub-parts. I use a freeware program called UVMapper (which makes use of the OBJ format) to set up my maps, and then I execute them all on a single texture. This tends to be less efficient in terms of the size of the texture (obviously, it'll have to be big enough to get details in) but it tends to be more efficient memory-wise (with DDS mipmaps, the memory usage per LOD is actually better than with multitextures), is easier to edit, and it's more likely to be compatible. I have only seen the CMP exporter crash, honestly... when I've taken objects with complex curved surfaces (i.e., with lots of welding) from Rhino (which, I'll be the first to admit, doesn't produce the most optimized geometry for gaming) to Gmax... and then when I import it into MS3D... it's screwed up. I've solved this issue by not unwelding all parts before export to Gmax... and then not allowing Gmax to weld them- I do the welding either in Rhino (which has a much better unify function, and calibrated weld-by-vert-angle) or in MS3D.
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