|
PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
|
Thread Tools | Display Modes |
2017-08-14, 11:46 | #11 |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
Germany
|
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Update on LMing:
DestroyableObjects are now imported and should be lightmapped automatically as well (both geom0 and geom1). During Terrain rendering only geom0lod0 will be casting shadows They are also recognized in the LM size file as having two geoms. Multiple geoms are separated by a "|" in the size file like so: Code:
antitankwall_destroyable 64 32 16 16 16 | 256 128 64 32 For Terrain Rendering there are now the following steps (assuming Land, Lights, Statics, etc. are already set up.): 1. Set a terrain folder 2. Set the Patches and Patchsize (upon loading of terrain, suggested values are automatically set) 3. Click on Render Terrain. 4. Wait... 5. Check the created .tga file in the terrain folder. Now's the time to do touchups in PS for those inclined to do so. 6. Click on Split Terrain. This will split the .tga into the specified amount of .dds terrain patches. If an entire patch is within a cumulative error threshold, currently 10 (so if the first pixel is ARGB 0001 and some other is ARGB 0301 it will be treated as being uniform, this is ncecssary since I found that terrain patches may exhibit very small, barely discernible unless zoomed in very close, differences even if completely flat), it will be reduced to a 8x8 patch like described in Rhinos Tutorial. More additions: Added checkbox to import StaticObjects only as helpers, Added Remduls MeshCheck and ObjExport to the Tools Menu Regarding the 3p animation systems, there is no template folder in the tools. I'll try to add a tutorial on how to create initial templates and an example template asap. Link will be updated later today. |
Tags |
3dsmax, experimental, max, newer, support, tools, updated, vbf2 or pr, versions |
|
|