fatalM4
New member
i don't know anything about the vrml format but when you import it into 3ds max there's no alpha on any of the textures... not sure if that can be fixed, but.. i knew the texture exporter exported *_c.bmp and *_a.bmp for color and alpha (even on all-opaque textures)
to get the masked textures right in 3ds max i had to create a mask map with the existing bitmap as a sub-map and then load the *_a.bmp for the mask. enable invert mask, disable tiling on the color map and enable tiling on the alpha map.
after flipped normals, attach (to make it all one mesh), vertex weld, and meshsmooth..
to get the masked textures right in 3ds max i had to create a mask map with the existing bitmap as a sub-map and then load the *_a.bmp for the mask. enable invert mask, disable tiling on the color map and enable tiling on the alpha map.
after flipped normals, attach (to make it all one mesh), vertex weld, and meshsmooth..