Unsolved Importing and Exporting the Bluebuck model breaks the textures

Discussion in 'Mod Support' started by CrashHard, Jun 14, 2021.

  1. CrashHard

    CrashHard
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    Hey, I can`t for the life of me manage to import and export the bluebuck model to a dae file without breaking the textures (it is just all crome) I dont even have to touch the model and it gets messed up.

    It works fine with the moonhawk and other cars, am I doing something wrong?

    I use 3d studio max 2016 and the openCOLLADA plugin.
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    I just tried it using Blender and it didn't happen so maybe use Blender instead.
     
  3. CrashHard

    CrashHard
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    have not used blender before, so that not gonna work very well for me. as I said it works fine for other models
     
    #3 CrashHard, Jun 14, 2021
    Last edited: Jun 14, 2021
  4. TC203

    TC203
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    Check the material names in the new model are the same as in the old model.
     
  5. P_enta

    P_enta
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    You don’t need to use blender, it’s just blender is widely documented and it’s what 99% of people here know, so if you run into an issue, you’re on your own.
     
  6. CrashHard

    CrashHard
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    yes I guess I just have to move on to something else
    --- Post updated ---
    Yes, I did check that (Have been running into that one before, but not this time.
    It looks like the texture coordinats get reset or messed up, when Im importing the model files into 3ds max.
    I did have a look in blender and did see the textures coordinates was just fine, so frustrating.

    Any of the developers want to chime in here?
     
  7. Turbo49>

    Turbo49>
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    Welp, looks like even the developers use blender:
     
  8. CrashHard

    CrashHard
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    Yes I have started to learn blender, just to be able to modify this car :)
     
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