Topic: killed texture slots wont stay dead  (Read 1547 times)

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Offline Starforce2

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killed texture slots wont stay dead
« on: December 30, 2008, 03:56:39 pm »
Ok..so I am porting a KA model and in some cases a texture in the material editor is repeated 4 times in a row. So I instance the textures on top of one another so they're all on one slot. I uncheck them. I even go as far as pressing the X button do delete the map settings for that slot, then export to mod AND THEY ALL F***ING COME BACK AGAIN. How do I kill them dead and stay dead? I want them gone the next time I export and they keep comming back with the bmps and all. What good is the delete function if it don't work?

Offline Centurus

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Re: killed texture slots wont stay dead
« Reply #1 on: December 30, 2008, 06:44:46 pm »
This happens to me all the time when I'm kitbashing.  Simple enough fix.

Port first to 3DS format, then from 3DS, port to MOD.  That should get rid of any unused and unneeded material IDs.

If they are still showing up after this, then chances are they are in use.
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Offline Starforce2

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Re: killed texture slots wont stay dead
« Reply #2 on: December 30, 2008, 08:02:51 pm »
This happens to me all the time when I'm kitbashing.  Simple enough fix.

Port first to 3DS format, then from 3DS, port to MOD.  That should get rid of any unused and unneeded material IDs.

If they are still showing up after this, then chances are they are in use.

Ok, that was what I had already done. Apparently if a texture is mapped 4 times to different places I can't make it use one slot. I thought this was possible.


I've now coverted Kthylas warbird to mod from a 3ds, and asked it to breakmod by mesh name. This gives ema  zillion parts, but if I select the right ones I get the ka damage and I can atleast tell them apart (see the damage texture) so I can delete them. Something tells me there got's to be a better way. Despite unselecting them in 3d exploration they ported anyways. it appears unselecting things in most mesh editors means nothing..lol

Offline Centurus

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Re: killed texture slots wont stay dead
« Reply #3 on: December 30, 2008, 10:18:29 pm »
This happens to me all the time when I'm kitbashing.  Simple enough fix.

Port first to 3DS format, then from 3DS, port to MOD.  That should get rid of any unused and unneeded material IDs.

If they are still showing up after this, then chances are they are in use.

Ok, that was what I had already done. Apparently if a texture is mapped 4 times to different places I can't make it use one slot. I thought this was possible.


I've now coverted Kthylas warbird to mod from a 3ds, and asked it to breakmod by mesh name. This gives ema  zillion parts, but if I select the right ones I get the ka damage and I can atleast tell them apart (see the damage texture) so I can delete them. Something tells me there got's to be a better way. Despite unselecting them in 3d exploration they ported anyways. it appears unselecting things in most mesh editors means nothing..lol

Ahhh.  I've tried dealing with that problem myself, with the same texture mapped to multiple areas and there are multiple entries in the Materials Editor.  There really isn't anyway to fix it except for remapping those areas with the single texture.
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Starforce2

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Re: killed texture slots wont stay dead
« Reply #4 on: December 30, 2008, 10:28:52 pm »
well, Ive finished the ports the best I can. The tholian and v44 version dvas went better, tholian had no KA damage in it which was a help. Perhaps someone such as yourself who's more acustomed to ripping meshes arpart and putting them back together can check them over. Pulling those damage meshes out one at a time was a real beyotch.