Help: Exporting model with multiple texture files

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I exported my model and it appeared in my wc3 viewer as a solid color(matching team color) obviously this is because my texture didnt go with my model. My texture consists of 4 files all in tga format any help would be appreciated.
 
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the textures must be in .blp format to show in wc3 viewer and warcraft 3.
you can convert .jpg, .tga and .btm files to blp using the viewer itself
 
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K i turned them into blp, but how do i attach multiple ones when i open the model? Via like the word document.
 
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you also have to map (UVW unwrap) your model to tell the texture where it goes and wraps it... please be more specific about what you have done already and what you know.
 
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Ok, so i made a model in Gmax.... and i put textures on it. Then i exported the model so i could view it in a model viewer and the model came ok but the textures, which i already mapped unto the model didnt come with it, it was just solid color of team color. How do i put the textures back on it? I have like 4 files of textures.
 
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if you have mapped your model already (meaning it's ready to receive the texture), all you have to do is assign the texture to its .mdl file. You can do this by using various programs, such as vertexmodify or mdl pather (all found in the tools section in this forum). Also, you can add the texture to the .mdl file manually. It's not that hard, you just need to be careful not to write anything wrong or it will mess up your .mdl file. open you .mdl using notepad and search for something such as:

Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}

That is the place where you insert your texture. Say you have a folder called "models", and inside it you have your model. Then create another folder inside "models" named "Textures" and put you .blp texture there. Then you add that path to the .mdl file, e.g:

Bitmap {
Image "Textures\yourtexture.blp",
}

You must then set the number or textures according to how many you used, and you must keep that line that says "replaceable id". So, if you have 4 textures, it would look like:

Textures 5 {
Bitmap {
Image "Textures\texture1.blp",
}
Bitmap {
Image "Textures\texture2.blp",
}
Bitmap {
Image "Textures\texture3.blp",
}
Bitmap {
Image "Textures\texture4.blp",
}
Bitmap {
Image "",
ReplaceableId 1,
}
}
 
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Textures 5 {
Bitmap {
Image "Textures/Coral_Formations.blp",
}
Bitmap {
Image "Textures/Goblinmerchant.blp",
}
Bitmap {
Image "Textures/Goblinmerchant1.blp",
}
Bitmap {
Image "Textures/Coral_Surfaces.blp",
}
Bitmap {
Image " ",
ReplaceableId 1,
}
}

I tried typing it like so, and it said Line 15: Unexpected in a bitmap chunk when i tried to convert. Line 15 is the first image "Texture.blp" listed above, what did i do wrong?
 
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Textures 5 {
Bitmap {
Image "Textures/Coral_Formations.blp",
}
Bitmap {
Image "Textures/Goblinmerchant.blp",
}
Bitmap {
Image "Textures/Goblinmerchant1.blp",
}
Bitmap {
Image "Textures/Coral_Surfaces.blp",
}
Bitmap {
Image " ",
ReplaceableId 1,
}
}

I tried typing it like so, and it said Line 15: Unexpected in a bitmap chunk when i tried to convert. Line 15 is the first image "Texture.blp" listed above, what did i do wrong?

On the "ReplaceableId" part, it seems you inserted a space between the quotation marks; should look like [Image ""], not [Image " "].
If that doesnt work, try attaching your .mdl file here and I'll see if I can find anything wrong
 
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Fixed the space, but the problem was on line 15 which is the first line i started posting textures, ill link it.
 

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  • MurlocBarracks.mdl
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Level 4
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Ok its now imported with the textures but only one texture is put on everything. Do i have to remap it again?
 
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Is your model a single mesh? If you have multiple textures, you must have multiple geosets (meshes) in your model to receive them. Each texture only fits 1 geoset. So if you have 4 textures, you must divide your model into 4 meshes, according to what texture each mesh will receive. A practical way to do that is modelling all your 4 meshes, than saving them in separate .mdl files. Edit one of those .mdl using notepad to add its correspondent texture (like you did before, only now it's only 1 texture); then download the geoset merger from the tools section on this forum, and start merging all the meshes (it does it one by one). Each time you merge a geoset with the next one, the geoset merger will ask you which texture to apply to the new added mesh.
 
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Oh ok, so i like i make 3 different models for instance. And convert them all with the word pad like we did before. And then merge them all together with a geomerger?
 
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Oh ok, so i like i make 3 different models for instance. And convert them all with the word pad like we did before. And then merge them all together with a geomerger?

If you want to assign multiple textures to it, yea, that's it. If you had one texture that included all the details you wanted to put in your model, then you would only need 1 geoset/mesh
 
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I tried doing a test geomerge, i just merged 2 blizzard models. And i loaded it up and it was just blank. What do i put in the bone slot?
 
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Bones are used for animating... I don't really now much about them when it comes to multiple geosets. I have only animated models with only one mesh so far
 
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Ok, but why didnt the geomerge work? it said it was done then i opened it and nothing happened. Do you know? Also thanks for your help thus far, +rep
 
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