CMP/Animation/Sur creation with 3ds MAX
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Awesome. Well done.
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Superb work, and excellently illustrated.
Thanks for giving us your know-how, time and effort!
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Its no problem at all, i been meaning to do something like this for a while. And since i have been leeching modding tips/hints from this site for a long time i think its about time i gave a little something back.
Though on a further note i have a question for W0dka or anyone who might know the answer
It relates to the wireframe part of the exporter, I am just wonder what A) a indice is (forgive this if its a stupid question)
And what sorta poly count should we be looking at in terms of getting the wireframe to export properly? In this tutorial i simply told people to untick the box cause i aint personally had a low enough poly model that it works with yet. (mostly because i do bases and landscapes when modeling i dont do ships, if you seen my attempts you would understand why hehe)
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Indices is how many vertexes a model has, I believe. There is a set limit of 12000, I think. Which is around 4000 polygons. I generally try to make the wireframe aound 1000 polys. It’s easy if you make LODs for the model.
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I’ll need to write a proper documentation some day. The thing with wireframes is that they should be done on the actual model based on the lods (this is how FL does it) rather than by using a seperate mesh for it.
So in the lod groups, just name the lod you want to be the basis for the wireframe “vwd_lodX” where X is your lod number. This will cause the exporter to use that specific lod for the current components wireframe data.
If you dont specify anything, I think it’ll always use lod0.
Anyways, there may be models where even the highest lod has too many vertices. There is a hack for getting higher vertice-count wireframes to work. I’ll need to search for it and I’ll post it on the limit breaking sometime.
However, actually the highest lod should never be really higher than 12k (you have 6 lods at your disposal!) so…