Title: Testing Textures in 3DS Max 8 Post by: bfoxinsox on February 19, 2011, 08:06:21 AM I don't just insert my textures into BrawlBox... I always test them in 3DS Max first. Here's my method...
What you'll need... (http://img15.imageshack.us/img15/6146/originalfolder.jpg) I'll be editing Mario, so ill open his folder. (http://img254.imageshack.us/img254/6915/mariofolder.jpg) Export all the textures from the .pac (http://img248.imageshack.us/img248/61/exporttextures.jpg) Export the ModelData[0] (http://img337.imageshack.us/img337/8268/exportbrres.jpg) Save in the same folder as the textures (http://img197.imageshack.us/img197/3651/exportnamebrres.jpg) Convert the ModelData to .dae using AIS. (http://img830.imageshack.us/img830/9554/daef.jpg) Edit the textures to your liking and save. (http://img534.imageshack.us/img534/8961/saveg.jpg) Import the dae to 3ds max using collada and use the following options. (http://img413.imageshack.us/img413/8907/importoptionsh.jpg) Run MK's Script (http://img811.imageshack.us/img811/7933/vhtoolmax.jpg) Press Fix Ais import on MK's script. (http://img189.imageshack.us/img189/4421/fixais.jpg) This is the Model all textured you don't have to do anything else. (http://img821.imageshack.us/img821/1392/fixedais.jpg) If you like it, you can just replace the texture in BrawlBox like usual. :af2: :happy: :af: Major credit to MarioKart64n for the script! |