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TexTools Installation


Wolfganger

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I'm quite new to mods and have started to make some myself, but i've hit a problem.

 

Like many people new to weapon modeling i've been watching millenia's tutorials for Fallout (which are amazing) but i'm not sure where to install the files for the 3ds max 2012 plugin "Textools" for UV baking, in his description. (also the same for xoliulshader)

 

Millenia's tutorial part 3 UV baking->

 

I do have nifscope and the nif plugin for 3ds, as well as the DDS file plugin for photoshop CS5 and have used each one (they work fine). I have also gotten basic knowledge of how to use GECK, all i need is to make MAPS.

If you need additional information or suggest tips, just say so, otherwise thanks for the help it is much appreciated.

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I'm sure it comes with a readme that tells you where to put the script.... but iirc you put it in the max\script folder.

 

You might not even need to do that, some scripts you can just run from anywhere on your PC by dragging and dropping it into the max viewport.

 

First of all, thanks for responding! I tried what you said and took a closer look at the install info and found where to put the scripts but i still had problems so i tried draging the .zip file into the viewport and that worked. So now i have the toolbar on the side and it appears to be working. Thanks a bunch Ghogiel! (Do you know anything about xoliulshader and how to install it? I still stumped on that.)

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Yeah, to install it it's the same, I just dragged the mzp into the viewport and it'll install.

 

there is a lot of documentation it's actual website if you can't get it to actually work, read that.

 

I'm not sure if i downloaded the right thing from xoliulshader.com. I go there but i'm not sure what to get?

I tried clicking Xoliulshader 2.0 and went to the first link but all i got was this WiseConvert PDF and internet community toolbar thing.

Once again thanks for any help.

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Well i wasn't expecting Millenia himself to answer that,but this definitely helps a lot. Thanks for the link. (BTW i just finished rendering the normal and abient occulsion maps on my model and just started up the 4th part of the tutorial where i need this. Once again thanks abunch everyone who helped) :thumbsup:
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I have ran into another problem. :wallbash: I now have the right files for Xoliulshader 2 thanks to Millenia but when i pull up the material menu and hit standard, no Xoliulshader option appears (even though it looks like my model changes). First, I manually installed it by dragging the XoliulShaderUI folder into MAX's scripts folder (dragging the .mzp into the viewport wasn't working, installer kept running into an error) and then copied the two .fx files into the fx folder. Next, after watching the first part of the Xoliulshader video series on youtube, i dragged the .mzp file in again and clicked upgrade, which appeared to work fine, then i rebooted, and got to this problem.

Thanks for any help!

 

UPDATE

 

Think i managed to fix it? Eitherway the option showed up and i applied my maps and it looks much better now.

Just curious, i'm pretty sure he applied his maps to the low poly model but why not the high poly model? Just something i want to know about.

Edited by Wolfganger
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Well i wasn't expecting Millenia himself to answer that,but this definitely helps a lot. Thanks for the link. (BTW i just finished rendering the normal and abient occulsion maps on my model and just started up the 4th part of the tutorial where i need this. Once again thanks abunch everyone who helped) :thumbsup:

 

 

Just out of curiosity, if you've managed to render out the normal map and AO map, what will you use textools for?

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