Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Roanoke on May 15, 2005, 02:36:08 pm

Title: Texture Baking MAX6
Post by: Roanoke on May 15, 2005, 02:36:08 pm
I have a model with a Sub/Multi-Obj Map and 13 or so Material IDs. I'm attempting to use Texture Baking to "consolidate" these into one large  material/map. It produces a Shell Material, which looks fine in Max, but when I export to POF. the model renders pure white.

First, is this even possible ?
Second, how do I go about it in a way that will work in FS ?

I reckon this would be a great help to TAP if I could get it working.
Title: Texture Baking MAX6
Post by: Roanoke on May 17, 2005, 04:15:54 pm
Bah!
Title: Texture Baking MAX6
Post by: Hippo on May 17, 2005, 04:46:23 pm
In the render menue, somewhere you'll find a render to texture or render to file option... It automatically remaps the texture coordinates on the model if you then use that texture iirc...
Title: Texture Baking MAX6
Post by: Taristin on May 17, 2005, 10:39:36 pm
Toolbar-> Rendering->Render to texture (Or press 0)
 
There's alot of fiddling you have to do to get it just right, though.
Title: Texture Baking MAX6
Post by: Roanoke on May 18, 2005, 03:25:38 pm
That's what I'm using (I should learn to use the correct name) but Game engines can't read procedural maps (so i'm told)

Might just sod it and unwrap the fella