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When you are in the exporter screen in MAX, there is a button called
Author Check. If you push that, it will tell you what is going wrong in
the conversion process. The most common problems are that all textures
should be Blinn. Others will not work. Nothing procedural (like noise)
is allowed. And make sure that all the materials have unique names.
Also make sure that all maps have unique names. If you have 2 materials
that use different bitmap maps, but both maps are named "Map #33", then
only one of them will be exported and both objects will appear to use
the same shader in Director.
There are other issues with UV mapping. Do not change the tiling of the
textures in the Material Editor. That will not be exported. You need
to keep the default tiling there and add a UVW Map modifier to the
model. Then change the tiling there.
There are a few other caviats... they are mostly listed in the
documentation for the exporter.
What kind of corruption are you seeing? Could you provide a screenshot?
One bug is that very large textures can appear corrupted in the 3ds max preview window, although they actually export correctly.
firstly thanks for your reply. My seen is too big. Some objects are the same name. My computer can not open that file. So, I will try this tomorrow.
Here is two screenshots. one is from max, other one is director.
in max file, there was a building. There was a grass texture on the ground but after exporting, there looks tree texture instead grass.
some buildings does not seem after exporting.
sorry for my bad english.
The thing with the incorrect textures is almost definitely due to the
maps or the textures having the same names. The exporter will only save
one thing named (for example) "Map #33". If both the grass texture and
the tree texture has a generic name like that, then whichever one the
exporter chooses to keep will be applied to both. Go into the Material
Editor in MAX and make sure that the texture names are unique. Also
make sure that any map names are unique.
I combine the parts of scene again. when it asked to the same texture I chose autorename. The problem is solved by this way.