Its not because of a typo cheese cake.
Try to put a normal map on his model and you will see what we are talking about.
I think there must be a way to set the naming convention that FPSC uses in the 3DS model when its created.
Again, I don't have 3ds max, but it seems like it ignores the naming convention used by FPSC.
It overrides?/appends? it creating a invalid path resulting in a blank texture file resulting in no texture being displayed.
Quote: "It cant be 3ds max....since i also had this problem a while back without applying a texture in 3ds."
How did you fix it?
Was your problem because of a typo and that is why you suggested double checking the names?
@Renzo
I don't know if it makes a difference but I noticed a difference in your model and the cyblob and jaugernaut that came with X10.
Check out the screen shot...
... as I said I don't know about 3DS Max, or that much about FPSC X10, but I notice that their materials don't have any layers like yours does.
Could that be causing a problem?
Also try changing the name of the texture and its path.
You call a TGA as a path. Shouldn't it be DDS?
I noticed the X10 characters use a completely different name when naming their textures. (not the same as what will be used later like yours does)
I would suggest trying the changes that would make your model more like the ones in X10.
One of these differences has to be the problem here.
The Jaugernaut doesn't even have a texture listed in its X file's properties!
So I think that the appendage of the ...
_N
_D
_S
...is added to the X file's name by the engine.
Calling that same name in the X file may be causing trouble.
That is probably why a different name is used for the textures defined in the X file of the X10 characters.
Just open them up and take a look, and you will see what I mean.
I hope this helps you Renzo, and I hope you get the normals worked out because I am looking forward to more of your contributions.