GGC surprises me once again:
I already know what the problem is in GGMax, the error comes because GGMax is not handling multi-textured meshes.
Let's say that I have a building with three parts: roof, body, and floor (everything is a single mesh), and I have 3 textures, white, blue, and black.
The ceiling is painted black, the body white and the floor blue; Well what GGMax does, pick a random texture, let's say blue, and paint the entire building blue, ignoring the other textures.
The process is the following:
1- The user adds several meshes to the entities folder.
2- GGMax converts those meshes to be compatible.
WHAT DOES THIS CONVERSION CONSIST OF?
Basically, GGMax creates a new surface .dds file and it doesn't matter if you already have your own surface file, GGMax ignores it and creates a new one.
I have tried to delete the surface .dds files to force GGMax to use mine, this doesn't help since GGMax recreates them just like it does with the dbo files.
I have also tried to create my own surface .dds and change them to GGMax, it does not matter, GGMax recreates its own surface .dds files.
It even did something that does not help to solve my problem but I liked it, and it is the following: I started GGMax, I waited for it to create the .dds, and then without closing GGMax, I changed them to mine, opened the entities panel and chose a building, which did GGMax?
GGMax took a few seconds until it recreated its own .dds files.
In short, GGMax still doesn't handle multi-texture models properly.
SOLUTION
At the moment I have not found the definitive solution, what I have achieved is GGMax using the 3 textures but not in an adequate way, that is, what are black paints it white, and vice versa.
The solution is not the one I like the most, and it consists of separating the entity into all its parts, each part its texture, and then grouping the parts forming an entity. I think I will wait for the next release in the hope that this has changed, to continue with the colony.
Guys, the PBR system is very good, but in the long run, it will be very expensive, to think that each entity needs a minimum of 6 textures and if you want it to shine then it needs 7, if we multiply 7 by a lot of entities, well, it's just a matter to do the math.
Sci-fi colony modules in GGC
Sci-fi colony modules in 3ds max 2015
Sci-fi colony modules in GGMax
This is what I get so far, textures applied in the wrong order by GGMax.
@ BOTR
Thanks, mate
Always better than moaning. LOL
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