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Hash, Inc. - Animation:Master

import form 3d max


Master chief

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ok thankts to help from you guys ive been able to extact a model from a game and then import it to 3ds max remove unneeded models and export to AM , thing is when importing it asks for a testuxe file and i point it to where it is , it than says its not a valid file and fails to load the textures and the entire model is plasted in grey, any thoughs

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ok thankts to help from you guys ive been able to extact a model from a game and then import it to 3ds max remove unneeded models and export to AM , thing is when importing it asks for a testuxe file and i point it to where it is , it than says its not a valid file and fails to load the textures and the entire model is plasted in grey, any thoughs

I don't know if you can import texture mapping with an obj. If it can be done, the question is when it rejects your texture as invalid does it create the decal anyway? Are you ending up with no decal coordiantes (i.e. no decal) or a decal with no map? If it is just no map you can fix it in A:M, if it is no decal you're stuck.

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ok thankts to help from you guys ive been able to extact a model from a game and then import it to 3ds max remove unneeded models and export to AM , thing is when importing it asks for a testuxe file and i point it to where it is , it than says its not a valid file and fails to load the textures and the entire model is plasted in grey, any thoughs

 

I have never imported 3ds format into A:M, but you might wanna try to open the texture file by itself to make sure that it is there.

 

CHEERS!

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I don't know if you can import texture mapping with an obj. If it can be done, the question is when it rejects your texture as invalid does it create the decal anyway? Are you ending up with no decal coordiantes (i.e. no decal) or a decal with no map? If it is just no map you can fix it in A:M, if it is no decal you're stuck.

 

Yes, you can import the texture mapping with the OBJ.

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