3ds Max Exporter Questions/Answers
Thought we should start us a topic on this subject to assist us modelers on how to use the official exporter. Hopefully we can get some input from the devs also.I will start it off with 10 general questions?1. Why can max not find the surfacemat.2da file? I have put this file into every directory I can think of and it still cannot find it.(even in "Windows" directory..haha)2. What are the specific uses for the .Mat files and which ones should be assigned to what models?3. What exactly is the test.mat material and why does it have a .mfx material system that assigns specific map types? What is the specific use of this?4. Why do not any of my "Grass" modifier entries show up? They currently are blank boxes and I have adjusted the grasseditor.ini to point to the correct location of the Grass sets. What exactly are the Grass sets, and how are they made?5, How exactly does the "Room Paint" Modifier work? Is it needed to define exterior tiles also? How do you paint the rooms exactly or assign the room specific vertices\faces?6. What is the naming convention used for "LightMaps" and their texture properties? I make a lightmap and point to it in the AuraBase and the WalkmeshMod modifiers but it still errors in Djinni saying it cannot find the file or when it does it is in an incorrect format and needs to be 24bpp, even though I have tried DDS DXT5,tga24bit and bmp and still it is in an incorrect format.7, What is considered a placeable model in the AuraBase modifier, as there is no model category for it?8. What type of physics does the engine support and how can i use it in 3ds max? Is there any type of Physics modifier that tells the engine the model can be moved or interacted with? Are all these model types defined as items thus making them interactive objects?9. How exactly do you export animations and what setup is required to make animations?10. In creating a GXX exterior landscape what are the exact requirement needed for the model? What are the layers it must have and modifiers required and in what mesh/order are they assigned?Well those are some general major questions I have at the moment. Looking forward in seeing what responses we get on these vital questions for us modelers.CheersVinnieMc
Thought we should start us a topic on this subject to assist us modelers on how to use the official exporter. Hopefully we can get some input from the devs also.I will start it off with 10 general questions?1. Why can max not find the surfacemat.2da file? I have put this file into every directory I can think of and it still cannot find it.(even in "Windows" directory..haha)2. What are the specific uses for the .Mat files and which ones should be assigned to what models?3. What exactly is the test.mat material and why does it have a .mfx material system that assigns specific map types? What is the specific use of this?4. Why do not any of my "Grass" modifier entries show up? They currently are blank boxes and I have adjusted the grasseditor.ini to point to the correct location of the Grass sets. What exactly are the Grass sets, and how are they made?5, How exactly does the "Room Paint" Modifier work? Is it needed to define exterior tiles also? How do you paint the rooms exactly or assign the room specific vertices\faces?6. What is the naming convention used for "LightMaps" and their texture properties? I make a lightmap and point to it in the AuraBase and the WalkmeshMod modifiers but it still errors in Djinni saying it cannot find the file or when it does it is in an incorrect format and needs to be 24bpp, even though I have tried DDS DXT5,tga24bit and bmp and still it is in an incorrect format.7, What is considered a placeable model in the AuraBase modifier, as there is no model category for it?8. What type of physics does the engine support and how can i use it in 3ds max? Is there any type of Physics modifier that tells the engine the model can be moved or interacted with? Are all these model types defined as items thus making them interactive objects?9. How exactly do you export animations and what setup is required to make animations?10. In creating a GXX exterior landscape what are the exact requirement needed for the model? What are the layers it must have and modifiers required and in what mesh/order are they assigned?Well those are some general major questions I have at the moment. Looking forward in seeing what responses we get on these vital questions for us modelers.CheersVinnieMc


