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BAT Help - Texturing Issues

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something else you could try is to merge your building (geometry only, don't merge the LODs or any of the cameras) into a new workspace. This way you'd know if it was a camera/lighting issue

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I merged the model onto a new project with the exception of the Lod's,lights and helpers and...

Success!

Woo thanx alot yoder,this means alot to me.

Now I only have to find out how to make pics like in times square but im sure there's some tutorial for that somewhere

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Wen ever i texture (mainly bricks) mi bricks are the size of 2 people, how can i stop this???

(P.S can i have some good textures)

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Hello there, I seem to have the exact same problem as that of tchntm43's on Page 2. I've put the same settings as he has, and the opacity just refuses to work. I'm going to look into this, because I have a suspicion that it has to do with some incompadability on my computer or something I have.

Also to note - When I was doing the BAT Essencials tutorial, the opacity worked perfectly. Now it doenst work at all.

Fine tune the U Tile, V Tile, and W Tile settings, or do it globaly for a texture by editing the map in the material editor. Or you can resize the map (or frame, whatever it's called, it's an orange box that comes with your UVW map... Gizmo)

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Ok, I think I found something. You know those drivers you can choose from? Well I tried OpenGL, and the opacity works perfectly! The downside is, I think that OpenGL is more precise (I dont know how to describe it), but many of my textures on my models come out as really long lines, instead of how they used to work on the default (default for me at least) HEIDI.

I have a feeling it might be caused by my graphics card. It's a very old/crappy card (GeForce 4 MX 420) and might have some issues with HEIDI.

.. Or maybe not, I really have no clue what i'm talking about -_-

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Your card will affect things in your viewport, but I'm pretty sure they don't affect your preview renders.  Remember that whatever you see in your viewport is not what it actually looks like.  What you see in your preview renders is what it actually looks like, and what it will look like in the game.

In Gmax, if I used a material with a bitmap and opacity, it would look solid in the viewport, but if I had a material without a bitmap and still with opacity, it is not opaque in the viewport.  However, in both cases they are not opaque in the preview renders.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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Ok, I just noticed, the texture I was talking about earlier (the one that became distorted with OpenGL.. - I rendered it, and it came out the way it should have. I also tested opacity with a box, and it worked too. What you said about the viewport was right - I can't see opacity in there. But ah well, thanks for helping me here.

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Opacity/transparency should ALWAYS show up in viewport in eiter Direct3D or OpenGL, I don't recommend anyone (even with GeForce 4MX420) to use HEIDI - it is a software driver and it only will load you CPU extra and use more memory!

transptf8.png

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I am a $%&^! to the bat tool and can not find out how to add textures.

1. How do you download textures? is there certain sites and were do I save it to.

2.how do you apply it to the figure

thanks for the help.

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SimFox - The only reason I hesitate to use OpenGL is because I see something like this:

1.jpg

that renders like this

2.jpg

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Hawkeye9:

Texture is nothing more then bitmap image. That’s it!! So you can “download” it the very same way you can download any image – just save it!

Being bitmap image texture could be created in any bitmap editing software like say Photoshop Elelments – little brother of Photoshop proper – excellent program and it is often supplied (at least used to be supplied) with digital cameras.

Basic application of a MATERIAL (texture is just a part of it) is shown in Phillippo’s tutorial you can find here in Omnibus section read it and work it through.

Here is a direct link BAT Essentials

Frigid:

Hm.. really odd thing…

Anyway you can try your luck with Direcr3D it is also hardware acceleration method

But here I have to stress again that it accelerates ONLY viewports, NOT the rendering!

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For some reason my GMAX isn't allowing me to preview the texture in GMAX? I can only see it in the Rendering which is annoying cuz I can't fix it right there! Help me pleaseeee!

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what you need to do is open the material editor for the texture you want to see and then select the blue and white checkered box. If you hover over it it should say show map in viewport, this needs to be selected (in the pressed position) in order for the texture to be seen in the viewport.

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this happens to me sometimes...what I tend to do is open the material editor and go through each texture by selecting its material editor and under bitmap parameters, select the bitmap and tell the editor where your texture is located on your hardrive...meaning when the dialouge box pops up with select the bitmap just hit enter as it will already be pointing to the material because you've already created the material and applied it. This just has the material editor re-apply the material to all the surfaces it is already applied to in the project...kindof like a reset button.

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The Roof Texture won't show, for the actual roof and the top of the Windowed area, and one of the banners won't show. Anywhere where it's grey is where the texture isn't showing up

I don't understand what you're asking me to do, do yu mean render one texture at a time?

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those colored things are each individual objects?

Are they grouped?

Did you do any geometry transformations after application of material?

Have you applied UVW map to objects?

Have you applied more then one material to any object?

Try to apply "texturless" material (one without bitmap in the defuse slot) to those parts where it doesn't show at the moment and see if it will show during the render.

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They are not grouped, they have no geometric transformation

They are UVW mapped

There is only one material applied

It might just be the texture that I want to apply, it doesn't matter though I'm scrapping that whole thing and doing a more real life replica I iwll post again if there is any problems with the new model. But unfortinatly I can't start the new model until I can go downtown and ATM I got mono so I can't do anything.

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Mh I make some houses from the middle Ages - you can see it in my singnature - but I have a problem(see under my singnature the image). If you can see I textured all parts of the building but I have problems with this holder of the wall.

.:EDIT:.

I solved the problem2.gif

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Hi, I'm having a problem with the texturing issue when export the model into GMAX the texture is not there. 

It's obviously here in these pictures:riprarianmodelmediumvw9my7.jpg

riprarianplaza2mediumzbse8.jpgthis is in Sketchup btw, and when I export the .3DS model onto the desktop, and I open GMAX and inport the .3ds model and the textures are missing:

roiprarianplaza3mediumgeq4.jpg

I have no clue whats going on, I saw in the very first page the "Why is it grey" picture, and the replies to that didn't help at all. I'm new to GMAX and I know Sketchup well, but if anyone can help, thanks much.

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the pictures say it all really.

b3abosgrovecourt5fg1.jpg

b3abosgrovecourt4lw8.jpg

i have spent an hour or so playing with the material setup to try and get it to render....

any ideas peeps?

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