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View Full Version : More Bullshit... This time related to 3ds max.



Inferno
January 6th, 2010, 06:17 PM
http://codebrainshideout.net/inferno/images/dicks%20an%20pussy%20and%20assholes.PNG


It's hard to unwrap a model if I can't get any fucking textures to show on it.

edit-
Fixed the image.

t3h m00kz
January 6th, 2010, 06:18 PM
look how broken your image is kid. :(

Inferno
January 6th, 2010, 06:21 PM
I already fixed it bre. It's not pickachu humping misty though so your probably not interested. :v:

Additionally. I'm using the open GL plugin for the viewports. Faster rendering than software.

kid908
January 6th, 2010, 06:37 PM
drag your mat into another slot and apply that one? I had this once, I remember redoing the mat, but try and see if you can duplicate.

Inferno
January 6th, 2010, 06:44 PM
drag your mat into another slot and apply that one?
Didn't do anything. Already tried it.


I had this once, I remember redoing the mat, but try and see if you can duplicate.

:gonk:

No thanks. I don't want to re-ref like 35 materials.

CodeBrain
January 6th, 2010, 07:03 PM
Although it may sound stupid, your materials are NOT being placed on the model. even though you used the Material editor to do it, it hasn't actually put them on. It did this to me plenty of times before hand, however I can't seem to remember how to fix it <_>

Sorry brosef :<

Inferno
January 6th, 2010, 07:13 PM
It said "are you sure you want to replace default whatever material".

And they show up in the render.

I'm pretty sure they are on the model.

Bad Waffle
January 6th, 2010, 07:47 PM
check what the alpha maps are doing in the mat editor, click on your bitmap in the mat editor and see if there's anything ticked related to alphas

or any weird settings in the bitmap info pane, one of those two

Vicky
January 6th, 2010, 07:56 PM
Nah, disable the view and re-enable it again... and don't disable textures again :P

Inferno
January 6th, 2010, 10:06 PM
Nah, disable the view and re-enable it again... and don't disable textures again :P

Did nothing.

I'll try wave of lags solution later when I have time.

Vicky
January 6th, 2010, 10:16 PM
Using 3DS 9? I meant check disable view, click ok, should show the textures again then re-enable it.

Inferno
January 6th, 2010, 10:46 PM
3DS 8.

Rob Oplawar
January 6th, 2010, 11:07 PM
Wave of Lag? Didn't he die or something?

Inferno
January 6th, 2010, 11:09 PM
Wave a flag?

No I just heard he got a terrible map laked and then he gun shot in his head.

FRain
January 6th, 2010, 11:16 PM
E:

fuck me, i wasn't reading it correctly. I thought you were TRYING to disable textures altogether.

Inferno
January 6th, 2010, 11:17 PM
Um, "Disable Textures" is for viewports. This means it doesn't show the textures in the VIEWPORT. You want to disable textures in the RENDERING options.

You got it the wrong way bre. I want the textures to show in the viewport. It's fucked up and won't show them.

FRain
January 7th, 2010, 12:14 AM
Try checking in your preferences.

Inferno
January 7th, 2010, 12:49 AM
What preferences...

neuro
January 7th, 2010, 04:50 AM
ok, here's your problem (propably)

look at your model, select some faces, a bunch of random ones. are your material ID'd over 15 (assuming youve got 15 materials go play with) if yes, you're screwed, and youll end up re-assigning all your materials.

when you apply a material, and you get a popup message asking if you want to condense material ID's, click cancel and hit ctrl-Z. because what this does, is every time you hit yes, it creates a new stack of material ID's of 15 high (assuming youve got 15 materials on your mesh) (the fact they stop showing propably means you've gone over 500 or something, and im assuming, a fair bit of viewport lag to go along with it.
(this problem stacks itself quadratically btw)

its a little bit of work to fix this, but its doable in a few minutes depending on how complex your scene is.

set up your material properly, use one (sub object)material on one object. not 2 on one object. if you need 2, add more slots to the first sub-object material, or detatch the parts you want the 2nd material on to a seperate object. then don't re-assign materials anymore. just assign material ID's, thats what they're for.

if you get a popup asking if you want to condense, it means there's a conflict, and you should undo whatever you did, and make sure the right material is assigned
(select your object, and assign the material again. the material in the viewport will propably change, and thus show you that you had the wrong material applied to it)

if this is your problem, theres onoly 1 thing you can do.
manually re assign all your material IDs.
you can speed it up by sleecting a face of each piece of individual texture, and looking at it's material ID, then select by material ID, and then changing the material ID of everythign thats selected to the number it SHOULD be. then do this for every single bit that might have a wrong number assigned.

in short, prepare to have your hands in your hair.

the only thign you can do is prevent this in the future. make sure you dont get material conflicts, and make sure you name everything properly.

remember, popup = conflict = undo whatever you did, and check your materials.

Bad Waffle
January 7th, 2010, 05:22 AM
and if that doesnt work, just try applying the mat to a cube or something to see if it pops up. I think neuro popped it on that head, that happened to me once...worst day ever.

Advancebo
January 7th, 2010, 06:13 AM
Yeah, its related to alphas.

Inferno
January 7th, 2010, 01:09 PM
ok, here's your problem (propably)

look at your model, select some faces, a bunch of random ones. are your material ID'd over 15 (assuming youve got 15 materials go play with) if yes, you're screwed, and youll end up re-assigning all your materials.

when you apply a material, and you get a popup message asking if you want to condense material ID's, click cancel and hit ctrl-Z. because what this does, is every time you hit yes, it creates a new stack of material ID's of 15 high (assuming youve got 15 materials on your mesh) (the fact they stop showing propably means you've gone over 500 or something, and im assuming, a fair bit of viewport lag to go along with it.
(this problem stacks itself quadratically btw)

its a little bit of work to fix this, but its doable in a few minutes depending on how complex your scene is.

set up your material properly, use one (sub object)material on one object. not 2 on one object. if you need 2, add more slots to the first sub-object material, or detatch the parts you want the 2nd material on to a seperate object. then don't re-assign materials anymore. just assign material ID's, thats what they're for.

if you get a popup asking if you want to condense, it means there's a conflict, and you should undo whatever you did, and make sure the right material is assigned
(select your object, and assign the material again. the material in the viewport will propably change, and thus show you that you had the wrong material applied to it)

if this is your problem, theres onoly 1 thing you can do.
manually re assign all your material IDs.
you can speed it up by sleecting a face of each piece of individual texture, and looking at it's material ID, then select by material ID, and then changing the material ID of everythign thats selected to the number it SHOULD be. then do this for every single bit that might have a wrong number assigned.

in short, prepare to have your hands in your hair.

the only thign you can do is prevent this in the future. make sure you dont get material conflicts, and make sure you name everything properly.

remember, popup = conflict = undo whatever you did, and check your materials.

All the mat ID's on the model are fine. From 1 to 33 (which is how many material I have).

And everything looks perfect when I render. It just won't show in the damn viewport.

I even tried making a custom material and applying it to the model. It still won't show.


and if that doesnt work, just try applying the mat to a cube or something to see if it pops up. I think neuro popped it on that head, that happened to me once...worst day ever.

I tried applying it to a cube. Textures still don't show.

Inferno
January 7th, 2010, 01:15 PM
I switched to software viewport rendering and it's fixed.

But now the viewport renders slow as hell. + horrible depth calculations.

:smith:

I think this problem is related to the nvidia drivers I updated to.

edit-

Switched to DirectX but it has a problem with 2-sided rendering.

FML.

Matooba
January 7th, 2010, 01:39 PM
I use the Multi-material cleaner right in max. Its in the list where texporter is.
Also, is a uvmap applied?
If its alphas, shut them off under each material.

Inferno
January 7th, 2010, 01:50 PM
Your a little late to the party mate.


I use the Multi-material cleaner right in max. Its in the list where texporter is.
Also, is a uvmap applied?
If its alphas, shut them off under each material.


I switched to software viewport rendering and it's fixed.

But now the viewport renders slow as hell. + horrible depth calculations.

:smith:

I think this problem is related to the nvidia drivers I updated to.

edit-

Switched to DirectX but it has a problem with 2-sided rendering.

FML.

Besides the 2 sided problem the DirectX driver works fine and it actually renders a little cleaner than OpenGL.

legionaire45
January 7th, 2010, 02:27 PM
Do you have any of the 3DS Max 8 service packs installed?

Inferno
January 7th, 2010, 03:05 PM
Do you have any of the 3DS Max 8 service packs installed?


The what what what?

Link.

Kalub
January 7th, 2010, 03:15 PM
Remove UVW's, reapply UWV's

Inferno
January 7th, 2010, 03:26 PM
Remove UVW's, reapply UWV's

I fixed it like 5 posts ago. Get some glasses.

legionaire45
January 7th, 2010, 04:30 PM
Drilldos (http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=6845920&linkID=9241178)

Kalub
January 7th, 2010, 06:49 PM
I fixed it like 5 posts ago. Get some glasses.

Bro, if it's running worse than when you started then you didn't fix it. Justr sayin'.


I'd give up seeing the shitty viewport textures anyday rather than slow viewport navigation. :v:

Inferno
January 7th, 2010, 08:54 PM
Direct X is fast but it can't display 2 sided.

Kalub
January 7th, 2010, 09:04 PM
Why would you display two sided?

Inferno
January 7th, 2010, 10:15 PM
For 2d elements and easier debugging?

neuro
January 8th, 2010, 05:10 AM
how would that be easier to debug :o

t3h m00kz
January 8th, 2010, 05:31 AM
Reinstall Max 8 update your gfx drivers etc

Start over kid it's horribad j/k

.Wolf™
January 8th, 2010, 08:30 AM
Reinstall Max 8 update your gfx drivers etc

Start over kid it's horribad j/k

Says the guy who invented Incredibad. :realsmug:

Inferno
January 8th, 2010, 02:23 PM
how would that be easier to debug :o

Sometimes a I get some serious shit geometry generated from working from exported maps. It's easier to see it in 2-sided and delete it that way.


Also it's easier to model tunnels from the outside in 2-sided.