hi DB - i'll just give a standard list of problems you could be having
1. all TGAs must be 24bit or less (uncompressed), so check for an option when saving - if that's no help, please google NVIDIA DDS plugins/tools - these work in photoshop or paintshop pro (requires creating/or renaming a new plugins directory) and DDS is much easier to use IMO - except for transparencies/alphas..anyhoo
2. TGAs are the format that inverts - if you're using DDS you do NOT have to flip them. TGAs are perspective corrected?(guessing)-whereas DDS can look like monkey butt from an angle - DDS = high performance, high compression (smaller files) TGA = finer quality with more manual control over MIP appearance, but larger than DDS and not optimized. and yes DDS also works in MS3d
3. the
MAT exporter will help you make a new MAT, however it does not always act how you would expect - sometimes it can't find the textures to import, etc - if you get a problem with the mat files exported open the MAT and verify these key points:
a. Texture Library present?
b. Material Library - contains correct names for textures?
c. Texture Library actually has readable textures in it?(export them) - for DDS each texture node will have only one child; "MIPS" that contains all the sized MIPS, for TGA it will have as many as you place in it, so if its just "MIP0" you have one size of that texture in TGA format, MIP1, 2, 3 etc are each smaller by half than the last - ok hope that helps
Edited by - Cold_Void on 6/1/2007 5:07:33 PM