Quote: "In max, open the texture editor. Assign a diffuse mapped material to the object. In the modify panel add an unwrap UVW to the modifier stack and then click the edit button in the right side ribbon tool bar. Scale, rotate, move, etc to adjust the texture on your model (it's easier to do with the update texture in view port button clicked on the material editor so you can kind of see it update in real time). Now doanload and install the pandaxporter and export the model and texture in either .dds or .tga format. Make sure the texture is called texture_D2.dds or texture_D2.tga. (texture is an example call it whatever you want _D2.dds) The D2 tell the FPSC engine it is the diffuse texture, there are others like _N for normal, etc. But stick with the basics for now."
Actually, I just tried it, and max still wants to export 4 texture files. What could I be doing wrong?
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