I loaded the example files. The Sentry death, and previewed the asset. It wasn't showing the explosion, the fireblue texture, so I delete all other objects aside from the particle emitter.
The only way to have it display is if I export the particle, make dds, import both into the editor and play it as an m3 like a completed asset.
This is obviously a problem especially if I'm still building the particle from scratch.
The error that pops when, after pressing preview, is that the cutscene editor says the texture is not in the database or something.
I tried exporting with make dds, cache dds, then presssing preview again, and nothing.
How do you usually build a particle without problems?
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.
[6/22/2016 10:13:34 PM] Warning: Cutscenes: Texture 'C:\Users\Deren\Desktop\sc2 Modding\2016\Assets\Models\test\Flame3Blue_R1.dds' does not reference a file in an archive and cannot be loaded.
textures on models work, but particles don't work.
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I've also done use mopaq path, running the editor with a new map before preview, etc.
Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.
Rollback Post to RevisionRollBack
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I loaded the example files. The Sentry death, and previewed the asset. It wasn't showing the explosion, the fireblue texture, so I delete all other objects aside from the particle emitter.
The only way to have it display is if I export the particle, make dds, import both into the editor and play it as an m3 like a completed asset.
This is obviously a problem especially if I'm still building the particle from scratch.
The error that pops when, after pressing preview, is that the cutscene editor says the texture is not in the database or something.
I tried exporting with make dds, cache dds, then presssing preview again, and nothing.
How do you usually build a particle without problems?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.
it says:
[6/22/2016 10:13:34 PM] Warning: Cutscenes: Texture 'C:\Users\Deren\Desktop\sc2 Modding\2016\Assets\Models\test\Flame3Blue_R1.dds' does not reference a file in an archive and cannot be loaded.
textures on models work, but particles don't work.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I've also done use mopaq path, running the editor with a new map before preview, etc.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I tried renaming the dds without numbers and it now works.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.