If you're talking textures then you need to be aware that 3DS file format requires that all texture files abide by the 8.3 file naming scheme or they will be truncated within the file. Textures must be applied to the Diffuse color channel. Both the texture and 3DS files must be placed together in the objects folder.
That's about it. If this doesn't solve your problem then please elaborate and explain exactly what you're doing.
NoLimits Dev Team
1) In Max open the Material Editor
2) Click a blank (grey) cell.
3) Below under 'Blinn Basic Parmaeters' you'll notice the Ambient, Specular and Diffuse color boxes. Click these to view the color picker. NoLimits supports all three channels.
4) Apply the material to your object(s) either by dragging the material onto the object or clicking the "Assign Material to Selection" button.
5) Go to File -> Export.. and export the file as 3DS. Store the file in your NoLimits objects folder.
That's it. Hope that helps.
NoLimits Dev Team
To texture an object you must first create the material. So open the Material Editor and start a new material by selecting a blank slot.
At the bottom of the Material Edtior window is a group of exandable panels. Open the expandable panel labled "Maps".
Click the button labled "none" next to the Diffuse channel option. This is the only channel that NoLimits supports for texture maps.
The "Material/Map Browser" will open. Double click the "Bitmap" option (should be the first option at the top of the list).
An open/save dialog will open. Browse for and select the texture file that you want to use. But before you do there are a couple of pitfalls you need to be aware of. First NoLimits only supports JPEG and TGA files.. your textures will not show up otherwise. Second the 3DS file format demands that textures are in the 8.3 naming scheme (ie xxxxxxxx.xxx), so make sure the files are appropriately named before exporting the model.
Okay now apply the material to the object(s) in the scene. You may not see anything happen at first. To get the texture to show up you're going to have to do a couple of things.
First activate the "Show Map in Viewport" button in the Material Editor. It is the icon that looks like a checkered cube.
Second select the object that you've applied the texture to and apply a UV Map Modifier. Go to Modifiers -> UV Coordinates -> UVW Map.
What this does is apply what we call a "Projection Map". The default projection is a "Planar" map. Other types of projections are available in the Modifier panel on your right. These projections include planar, cylindrical, sphereical, shrink wrap, box, face and XYZ to UVW.
Experiment with each one and see if you can find a look you're happy with, without doing alot of work. These will probably work out well for you in the beginniing but you may soon find that you need more precision.
To get a more precise texturemap you'll have to manipulate the projection. Click the + sign next to the UVW Mapping modifier in the Modifier List. The list will expand to reveal additioanl options. Select Gizmo and now you can use the manipulation tools to translate and rotate the projection.
To get even more precise texture map open the manual and learn about Unwrap UVW. You'll quickly see why game designers like this program so much.
Well there's a lot more to learn here. I hope I didn't blow your brain up with too much information. Good luck! :)
NoLimits Dev Team
*** This post was edited by Phyter 3/22/2003 4:53:40 PM ***
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