Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Welcome, Guest!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

Updated W3D tools for 3DSMax 1.0

Sign in to follow this  

1 Screenshot

About This File

Quote

Jonwil of Renegade TT team

 

I have made some changes to the w3d export plugin for 3d studio max. You can download the modified plugin file here:

The plugin requires 3d studio max 8 with service pack 3 and will probably not work on any other version of 3d studio max. The plugin will definatly NOT work with GMAX (and I have NO plans to do anything with the GMAX version of the export plugin)

The following changes have been made to the plugin as distributed with the last release of the BFME2 Mod SDK:

enable Specular To Diffuse checkbox on material editor vertex materials tab

enable Translucency edit box on material editor vertex materials tab

enable Secondary Gradient drop-down on material editor shaders tab

enable Publish button on material editor textures tab

enable Frames edit on material editor textures tab

enable Rate edit on material editor textures tab

enable Animation Type drop-down on material editor textures tab

enable Pass Hint dropdown on material editor textures tab

enable Alpha Bitmap button on material editor textures tab

enable Null (LOD) radio button on geometry options box

enable Shatter checkbox on geometry options options box

enable collision options box (and the physical, projectile, vehicle, vis and camera checkboxes inside it)

enable damage region edit box on object export options box

enable phys, proj and vis buttons on select by W3D type box

add support so that dazzles are correctly exported

add support for some things related to smooth skinning (a feature thats comming in the next scripts build for Renegade, mod teams already have it)

add support for some things related to export of tangent/binormal data (needed for certain shader effects and will be supported in a future scripts build)

Renamed the old (and useless) npatch checkbox so that it toggles whether to export tangent/binormal data.

I am in the process of making changes to the w3d importer as well, specifically support for properly importing UVs, skinned meshes and proxies. (no ETA on a release for that though)

 




User Feedback

Recommended Comments

There are no comments to display.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.