- Joined
- Aug 1, 2007
- Messages
- 535
I just recently found out that you can make Wc3 models with Gmax, so I would like to get into this. I have been following tutorials and getting familiar with the environment but I have a few questions that I can not find the answers to.
I have found how to export models with an exporting script, and where to specify your animations and such. But I am not sure what to do about textures.
Gmax can not recognize .blp so I use .tga But when I am exporting this how do I tell it to look for a .blp and not a .tga?
Does it do this automatically?
In some models there are very specific textures that are used to skin the model. How do I tell Gmax where these skins are in the wc3 mpq and still have them display on Gmax so I can properly UVW map them? I was looking through the tutorials on this but they all seem to have dodged around it.
I could understand if the exporting script told the mdx where the textures are but I did not find anywhere to specify texture locations so they are usable by the game.
I have found how to export models with an exporting script, and where to specify your animations and such. But I am not sure what to do about textures.
Gmax can not recognize .blp so I use .tga But when I am exporting this how do I tell it to look for a .blp and not a .tga?
Does it do this automatically?
In some models there are very specific textures that are used to skin the model. How do I tell Gmax where these skins are in the wc3 mpq and still have them display on Gmax so I can properly UVW map them? I was looking through the tutorials on this but they all seem to have dodged around it.
I could understand if the exporting script told the mdx where the textures are but I did not find anywhere to specify texture locations so they are usable by the game.