View Full Version : Texture Problems

11-19-2005, 06:03 PM
I've mentioned this before, but I think its just as well good enough to mention again. Maybe this time I can iron things out.

Ok, I have a eensy bit of time to work with custom scenery, and I'm still getting texturing problems. I still want to make scenery, but I keep getting these problems and have no idea where they're coming from.



In short, I'm still using 3DS Max, and in this case, I didn't convert it at all to a Mesh or Poly before I exported. I also don't convert it to NURBS like Max Infinity suggested.

As you can see, the it suppose to be a 6 sided block with different letters on each side, and a different color. I'm aware of the alignment, the textures is there for reference. But you can see how the "2" side bleeds onto the other sides.

What am I doing wrong? I'm using v13 and thought this might have been corrected in the newer version, but I still get it.

I can use MilkShape if I need to. Is this problem inherit from 3DS? Thanks for any help

11-19-2005, 07:05 PM
If you have access to Milkshape, just make sure the textures are mapped correctly then do the following:

Try clicking on the Select tab & make sure to select Vertex in the Select Options & then draw a box around the entire wall to select all verticies. Once those are all selected/highlighted go into the toolbar & click on Vertex & in the drop down box click on Unweld & then reimport the wall into the game & see if that fixes it.

11-19-2005, 07:46 PM
gibdo, if you convert it to a nurbs, optimize it and use uvw unwrap to map it, it will turn out correct in rct3.


I'm sure when you create a box in max using the box command max tries to smooth out the surfaces, which confuses rct3 as to where the edges are, hence the texture blending around the edges, nurbs seems to remove this smoothing, thus correcting the confusion in rct3.

11-19-2005, 08:09 PM
Do you have to optimise regardless if the object needs optimising or not?

11-19-2005, 08:22 PM
Only think I don't like about Nurbs is you can't do all the things that you can with Mesh or Poly. Like deleting or creating polys. If you want to optimize, manually flip the mesh inside out, and delete the back faces. You'll never see them, so no need to have them. When you optimize, using the modifier, it adds more polys. Not the effect I'm looking for. :confused:

Max, is there a way to add a modifier that gets rid of the smoothing? Seeing as how most of you guys use MilkShape, without trouble, I'm tempted to switch. Even though I do like Max so much.

11-19-2005, 08:31 PM
I'm using Gmax, and nowhere can I find Nurbs... I could be changing programs along with you :noob:


why not just use the 'optimise' function?

11-19-2005, 08:34 PM
Originally posted by DrMontigo
Do you have to optimise regardless if the object needs optimising or not?
I just do it to get the poly count down, but be aware it can alter the look of your object.

Gibdo once you have optimised from nurbs your object will become an editable mesh, then you edit as much as you want, and as ive stated b4, if you now how to use nurbs you can do anything but its difficult, nurbs is a very powerful tool, I convert to nurbs 90% of my objects to nurbs and since doing so I have very few texture problems on the basic objects, but for the box in your picture, I guarentee it will work

Optimise does not add polys, it removes ones that arnt needed
you can flip, delete, add nurbs faces just like you can with mesh
and there are no back faces to delete, the back of polys and faces in max are invisible, unless you use the 2 sided option in the config, which has no bearing on rct, as it does not display them.
Hope this clears thing up

I havn't tried this but instead of using nurbs, try removing all smoothing on your object befor importing and see what happens
I'm sure its a smoothing effect causing the texture probs in rct3
Nt having the objects axis aligned properly will also cause a similar effect

11-20-2005, 12:32 AM
Hmm, I swear Optimize added polys to me in one instance. But its been a while, maybe my memory fails me. My mistake.

I'll play with it some more before switching over to MilkShape. Besides, don't you need more programs to covert file types? I'm just used to using meshes and polys. I checked the smoothing, and cubes don't have that property.

Anyway, I must be using the two sided option, because I have two sides when I make objects.

I have a question for you Max. Do you do all you modelling (fine details, etc) after you change it to Nurbs and optimize, or do you do it while you work with a Nurbs object? Because there some fine tuning I want to do while its a editable mesh, but once you convert to a mesh or poly, it can't be converted to a Nurb

11-20-2005, 06:36 AM
What I normally do is, use the object that closely reprisents what your object will be, nurbs it, and optimise it, and then work on the mesh from there, you dont have to optimise, you can convert to mesh after nurbs without optimising, another method u might find useful is shape & extrude especially for more complicated objects. I will be doing video tutorials on all these things soon.

once you've converted your nurbs box to a mesh, then remove any smoothing. (I havn't tried this yet) you may also get the results your looking for if you don't convert at all for the box, try importing the box as soon as you've created it I.E. without nurbs or mesh, but thats only good if you want a box.

11-20-2005, 12:00 PM
Originally posted by MaxInfinity
you may also get the results your looking for if you don't convert at all for the box, try importing the box as soon as you've created it I.E. without nurbs or mesh, but thats only good if you want a box.
Thats what I done above. And thats the box I got out of it.

I was mainly doing a simple cube just to get back into understanding the importer. So I guess I can try something more complex and try to remove smoothing. I just really like Max, and I'm comfortable enough with it. I know how to use it to some extent and would hate to have to change programs.

11-23-2005, 11:22 AM
gibdo send me your max file and texture and I'll check it out