
Originally Posted by
sleighr
Also, when you load up a CAS file in Max, the texture looked for is automatically a DDS file, and will be listed as such in the Material Editor whether it exists or not. Even if your only file is a TGA (e.g. unit_newhastati.tga) it will come up as unit_newhastati.tga.dds when you load the model.
Maybe it's a MIP map thing?
Hmm how confusing. This could be an engine limit that it only uses alpha with dds.
The import thing will be because in the game it looks for a xxxxx.tga and it doesn't matter whether there's a .dds on the end whereas max will require the .dds. So in the code in a cas file there will be
Code:
texture xxx/xxxxxxx/xxxx/xxx.tga
and the game will look for this and will still find a dds file but max will need the .dds on the end to find the right file so will import with .dds on the end. This is because RTW was designed to be flexible over whether there is a .dds or a .tga so it effectively looks for xxxxxx.tga and then STOPS so doesn't realise there is a dds. Max doesn't have this flexibility and so needs to be told there is a dds on the end. Thats why all the textures are named xxxxx.tga.dds not just xxxxxx.dds
What's MIP map?