Combine BLP texture with MDX?

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Ok so I have converted an .mdx file out of an .obj, .mtl, and .tga. When I open it with ModelEditor I just get the sword all in black texture. I tried opening it with a .blp with the same name and same location but still no result. How do I associate the .mdx and .blp?
 

Dr Super Good

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The materials/texture nodes specify a file path of the BLP file to be used for that material/texture. When the model is used in game it will look for the BLP file at that path to use for that certain material/texture. If it is not there the model will fail to load. If it is invalid (bad BLP file) it will instead load as a transparent black (0,0,0,0). Surfaces subject to mipmaps but assigned a non-mipmap BLP will load all mipmap layers except for level 0 (full size) as transparent black.
 

Dr Super Good

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Test if the model actually works. Import a working texture with mipmaps, eg a command card button extracted from the game MPQ files using MPQ Edit, to the model's texture path. All standard command card buttons are mostly opaque and have all mipmap levels so they should make all visible parts of associated model meshes visible as well. If this does not happen then the model is broken. If it does happen then the BLP texture is broken.
 
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Can you please give me an example of a command card button? When I go in the BLP > Buttons there's only Heroes in there but no command card button. When you say to import to "model's texture path" you mean in War3 Model Editor, right? how do I add the texture path?
 

Dr Super Good

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Can you please give me an example of a command card button?
ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp

When you say to import to "model's texture path" you mean in War3 Model Editor, right?
No, I literally meant that instead of trying to import a potentially broken texture for a model to use, you import a copy of one you know works and check if the model shows up in game. If the model does not show up in game then the model is broken as the texture is known to work. If the model does show up in game then the model works so its intended texture must be broken.

This limits where the error is so it can potentially be fixed.
how do I add the texture path?
Should not need to alter the texture path. The texture paths you set up already for the model should be enough. Instead of using the texture intend for the model import any command card button in its place. This rules out the intended texture being converted improperly.
 
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