@ScreamingFox: Forget about "Template" ask. I was talk about a basic model of an item to help to be worked at you wish.
@bobsobol: I was talkin about SMD READER path, not 3DS path. All im talking about is that malfunctioning of the command line:
When ask for the SMD, OK. But the path to "texture" it ask, i noticed that if i give it a path with space " " or some characters it doesn't recognizes well, but still saying it was patched successfully. And the same as inverse.in other words: Every time is hard to know if everything was patched correctly. And that has f*cked me up all this time.
@Vormav: What lights? .bmp and .tga that has to do with lights of map? And what about SMD plugin for 3DS? It's not the ASE (which was converted by smd) u talking about?
-Im usind any patcher to bmp/tga, SMD reader to convert to ASE , and plugin to ASE importer/exporter. All it posted here:
http://forum.ragezone.com/f399/sandurrs-smd-converter-736316/
And all i got is "black map".
I really don't wanna to use that maps available in .MAX
Cause i wanna know how i do any map/item/etc i want, be be clearly showed in 3DS (at least not that black sh*t).
PS.: I did a stuff about it, even no one talking about:
I did the above procedure and used Biturn (
You must be registered to see links
) to convert the ASE to ASE again (of same map [in case, ricarten i was trying]), and it fixed the black appearance:
But im afraid it can cause some problems when inserted in game.
Don't know if its better (in Biturn) to convert to .ASE or .3DS (which opens it too).
But none of the formats of import, pop up for the textures (like maps in .MAX). I believe its not a problem right?
@bobsobol: Quick question> Using you patcher twice (in files that was already patched), it cause any corruption to files?
(Its cuz,in case, i don't know if any [at least] .TGA files was already patched)
PS.: Looking into my case, what is the most appropiate version of 3DS MAX? (im not asking whats the better, just that which have already worked well among these purposes).
You do have to import as ASE, or convert ASE to MDL / OBJ / FBX and import that, but mostly because the SMD that the import filter understands is an unrelated Half-Liffe SMD. PT's Stage Model Data files bare no resemblance to those at all.
I recomend sticking with ASE all the way through, since PT SMDs are compressed / compiled ASE files, and anything else will lead to quality degridation. Files with .MAX extension support all ASE features in the same form, but also support other features which .ASE (and therefore PT SMDs) do not. So you could use that, but must be aware that some tweaks you do which it presurves will not pass through to the game.
Thats a great information i wanted to know.
All i wanted is work through my own convert SMDs with properly appearance in 3DS (+textures).
Just like it:
You must be registered to see links
And at that point i wanna no more support instead i learn 3DS.