Open TenebreGaming opened 7 months ago
This is not happening on my end ... so far. I import .fbx files almost daily and MAX is using the exact names I am giving all my textures. However, my workflow from Blender to MAX is most likely a bit different than yours. Yet, like you, I have each model in its own folder with it's textures. So, when I import into MAX, MAX is getting the textures from that folder for that model.
The import happens correctly, as the .FPE gets the correct file names. It's just showing wrong in the importer.
On Tue, Apr 2, 2024 at 6:52 PM MonkeyFrogStudio @.***> wrote:
This is not happening on my end ... so far. I import .fbx files almost daily and MAX is using the exact names I am giving all my textures. However, my workflow from Blender to MAX is most likely a bit different than yours. Yet, like you, I have each model in its own folder with it's textures. So, when I import into MAX, MAX is getting the textures from that folder for that model.
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Again, not happening on my end. Here's a screen shot of a model being imported in the importer in MAX:
Notice the name ... not '_surface' appended in the importer. It's bringing in the exact name I've given the texture.
Is anyone else experiencing this?
@MonkeyFrogStudio If you re-read the original report as I posted it,
However, the importer fills out the surface field by appending "_surface" to the name of the albedo, so it will be "texture_color_surface.png". The .FPE file, however, is given the correct name of "texture_surface.png".
Perhaps I was unclear by saying it appended to the end of the albedo name, but it takes the albedo name, strips off the file extension, then appends "_surface" to it and adds the extention (and puts it in the Surface field.)
Here you can see the Albedo name
And here is the Surface name (which is wrong and will not match what is put in the .FPE)
As can be seen in this image:
I also just noticed that the path is wrong. While Blender did put the original textures in a xxxx.fbm directory, that is not the name of the directory, as the importer expects them to be in the same directory (and Blender did not have anything to do with making the _surface texture). I would expect this directory to match that of the albedo.
This is not happening to me in my Surface channel, either. However, I do name my textures so that they already end with _color, _normal, and _surface.
I also have the textures properly named, but Blender only knows about the _color texture in this particular case.
On Wed, Apr 3, 2024 at 6:33 PM MonkeyFrogStudio @.***> wrote:
This is not happening to me in my Surface channel, either. However, I do name my textures so that they already end with _color, _normal, and _surface.
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This is an old bug for me and still happens to me. GGMax EXP here
I’m currently in the process of going through all the outstanding issues. As this ticket is over a month old, I'm just checking to see if you are still having a problem with this, or if the matter has since been resolved, either through an update to the engine, or if the issue was resolved when another, similar issue was fixed.
Please let me know by replying to this issue and I will investigate further.
The issue still happens; if done, I will report it. :)
I'm still getting, as for example: mytable_color mytable_normal mytable_color_surface, rather than mytable_surface.
The code should just take the texture name and add the _surface subfix. then it'll get: mytable_surface.
@LeeBamberTGC Verified.
When the Importer is launched, and a model has the correct textures to be auto-assigned, the CORRECT _surface file is used, however the file path in the importer is INCORRECT.
The keyword _color is inserted in the file path field, i.e, "mytable_color_surface".
This appears to be a cosmetic issue, as the resultant FPE file is CORRECT and the models function as intended.
I agree. You can close it from my end; although no my ticket. :) This is not a huge issue.
So this has been perplexing me for a while and I finally realized what's going on...
When importing a .FBX, if the texture files are in the same directory, MAX ill use them. In order for this to work, the texture names must be assigned (inside the model file) as (for example) "texture_color.png", "texture_normal.png", and "texture_surface.png". This is how it's supposed to work.
However, the importer fills out the surface field by appending "_surface" to the name of the albedo, so it will be "texture_color_surface.png". The .FPE file, however, is given the correct name of "texture_surface.png".