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- Ensure that you name textures appropriately, as the tool conforms to the Naming Conventions
- In the assets folder you can find the MapsConverter application: Maps Converter. Just run this to update any textures that need updating.
- In order to preview converted textures in Photoshop you might need updated plugins, see DDS Export File Formats. In other software you need to look for BC5 and BC7 format support.
Previously the workflow was to setup materials in 3ds Max and forget about them after export. That has now changed.
- For basic information on how to use the 3ds Max plugins see: gMotor 3ds Max Plugins
- We have provided a 3ds Max Material Library 3ds Max Material Library so you can copy in template materials.
- You can usually just edit in the albedo texture for your in map authoring. You can setup the rest in the Material Editor. Although any texture animation settings do need setting up in Max.
- By default the material library materials have UV1, 2, 3 and 4 configured to export. You do not need to modify this, you can choose any combination of the 4 in the Material Editor. However see 3ds Max GMT file UVW Export for a more in-depth look at how these get exported.
- Export your mesh into the GMT folder for the scene, and edit in the SCN entry for the file into the master file.
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