Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mjn.mixael on February 13, 2010, 12:25:11 pm
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Ok, so I'm trying to get some of the models out of the mediavps and into 3ds Max 2009.
I've got PCS2 and can successfully export to DAE and open in Max. The problem is that I'm not getting any of the textures. Which makes sense because I know Max can't read the .dds files from the vps. How can I convert those to the usual TGAs?
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If you have photoshop, you can get a plugin that'll allow you to open and save the dds files into another format. If you don't, you'll need a convertor. I use the cunningly named DDS covnvertor 2.1 (http://www.filefront.com/4470512/DDS-Converter-2.1/) but it's a bit weird - you have to manually type in the name of the file, then select your output folder, then click the ".\" button, then you'll be able to convert. Stupid and arbitrary yes, but it works.
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Or use paint.net or Irfanview. Those can convert the textures just as well.
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I have photoshop, do you have a link to the plugin?
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Yes (http://www.lmgtfy.com/?q=Photoshop+dds+plugin)
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Hmmm, odd. That is the one I found before I asked and it didn't load the dds files...
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Or you can just use VPView to extract all necessary textures from the VPs, then IrfanView to batch-convert them. Five minute job.
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My Max 9 can use .dds textures just fine, so I bet 2009 can too.
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Under more experimentation I have realized that it's not the textures that are the problem, it's the model. I have successfully gotten the model into blender with the right textures and whatnot, but no matter how I export it, it will not import properly into Max. Any suggestions?
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FYI, I don't know your operating environment, but I have Photoshop CS4 in Win7 64-bit. Sadly, the nVidia DDS plugin doesn't work in the 64bit version (yet) of Photoshop, so it's rather entertaining that the default Photoshop execution launch tries to open the 64bit Version first, even for DDS files which should be opening in the 32bit version instead.