Gr.Viper 131 Posted January 8, 2007 (edited) Downloaded a 30-day trial from Autodesk. I've had some experience with it but it was not low-poly modeling(it was just playing with bends) and it was about 3 maxes ago. So, a couple of questions came up.. I've read exporter notes but 1. After I do animation keyframes(0,1-10,11-20...) is anything else required for the animation to work in-game when I call for animationID smth? 2. I've got exporter for max 9 and put it into plugin folder. But when I go to export menu, I don't see an option for lod export. How am I supposed to do it properly??? Not that I have anything to export at the moment but the issue worries me... 3. Oh, and one more - how do I do damage models and stuff? Edited January 8, 2007 by Gr.Viper Share this post Link to post Share on other sites
Guest capun Posted January 8, 2007 Downloaded a 30-day trial from Autodesk. I've had some experience with it but it was not low-poly modeling(it was just playing with bends) and it was about 3 maxes ago. So, a couple of questions came up.. I've read exporter notes but1. After I do animation keyframes(0,1-10,11-20...) is anything else required for the animation to work in-game when I call for animationID smth? 2. I've got exporter for max 9 and put it into plugin folder. But when I go to export menu, I don't see an option for lod export. How am I supposed to do it properly??? Not that I have anything to export at the moment but the issue worries me... 3. Oh, and one more - how do I do damage models and stuff? A key document that you need to get hold is ThirdWire's exporter notes, it should be in the Download area under utilities. It's an old document but most of the data still holds You need to set the Animation Controllers to TCB, frame 0 must not have any animation and it is the clean flying condition with control surfaces neutral 1- AnimationID=1 is from frame 1 to 10, once you set the animation, you need to declare it in the data ini file. Use one of the stock flyable planes as a reference to see how the Animations are set 2- Once you put the exported plug-in in the 3DS Max plugin folder, you need to set a button in the utilites box (right side of the desktop) to hold the exporter and its options. When you click on the exporter, you should have 4 options - Export with Decals - Export without Decals - Export Points - Export Shadow I highly suggest to Export without Decals, the file size is much smaller and you don't loose as much fps as the Export with Decals, you may get some decal bleed but there are ways to fix it or prevent them. 3- Damage Modeling, basically you create a mesh that looks damaged, like torn fabric, exposed ribs, etc. It is part of the model. Properly declared in the data ini file, they will be hidden until the component is damaged/destroyed. Here's an example [TopWingMidLeft] // this is the Outer Left Wing ParentComponentName=TopWingLeft // A child of the Inner Left Wing SupportComponentName=BottomWingTipLeft // Struts or brackets component ModelNodeName=WingTopO_L // This is the "good" mesh DestroyedNodeName=D_WingTopO_L // This is the damaged mesh Share this post Link to post Share on other sites
Gr.Viper 131 Posted January 15, 2007 Uh... Another question How do you place struts/supports etc? Do you make them a part of the mesh of wings so that they get blown off simultaneously or do it via hierarchy? Share this post Link to post Share on other sites
Guest capun Posted January 15, 2007 Uh... Another questionHow do you place struts/supports etc? Do you make them a part of the mesh of wings so that they get blown off simultaneously or do it via hierarchy? Via the hierarchy. Any mesh that is a child when a parent gets destroyed will also get destroyed Share this post Link to post Share on other sites