And this is happening to you with all model files also?RunaWhite wrote:Thank you raykingnihong! That fixed the issue, my bad!!
Btw I am testing the program now and so far the issues I'm finding are:
1) I too get that same error message about previews and thus I can't see the meshes into the model viewer
By extract, do you mean along with a model file? If so, I'll explain how that works. There is a certain chain that I need to follow, in order to find the textures a model uses.RunaWhite wrote:2) I can't extract textures for some reason. Sometimes they extract automatically in DDS, but only the diffuses. If I try to manually export in other formats, I get another error message which says the maps cannot be found (but it seems to work if I click on 'Export All As')
1. Find the Texture Set(s) referenced in the Mesh file.
2. Find the Material(s) referenced in the Texture Set(s).
3. Find the Texture Map(s) reference in the Material(s).
If any of those are missing from the Datafile the Mesh is located in you will not get exported textures, nor will you see textures in the model viewer.
I only decompress the Datafile when it is opened (if some people think it takes long for certain datafiles to open now, imagine waiting for close to a thousand of them to decompress before you could do anything ). But as a semi-workaround, if the program can not find a piece to the puzzle it needs in the datafile it starts in, it will look through all datafiles in the forge file. If you happen to have already opened a datafile that has the piece, it will find it and use that. If you watch the video I posted, you'll see I open the "CN_C_FR_Student_Scholar_M_DiffuseMap" datafile prior to opening the "CN_C_FR_Mid_M" datafile. I did that so the model I was using would have textures. Sorry if that hadn't been made clear before, but that is the way every version has worked, from ForgeX until now.
The issue with ArchiveX was a red/purple tint to a lot of the diffuse maps starting with ACIII if I remember correctly. This is something new. I have tried a few different DDS formats with no luck. Much like trying to find that elusive trigger that will tell me how to read around the blocks of duplicate face indices, I need to find one for these normal maps as well.RunaWhite wrote:3) Normal maps appear damaged.
MDA, this happens with all the normal maps I am exporting. I think this issue also appeared in ArchiveX, but I'm not sure. The green ones look fine though, this issue appears only with the standard blue normals.
Can you view any of the texture maps in the program?
--MDA