Friday, August 14, 2009

A quick note

In max we have a wide variety of options for effects. These are things like opacity, reflection, refraction, specular, etc. However, none of these simply work when exported. To get these effects completely different methods have to be used.

For example; specular must be defined through a script file, for a given texture. The way it applies this is with the alpha channel. Black is 0%, white is 100%. If modelers need examples of these kind of things we can always give them.

As a side note: here's an example of an untextured spaceship hull, that is ready for export in Max. The small green boxes are dummy nodes, these are used within the game for a variety of functions (such as mounting another object to that location). The larger boxes are bounds and collision.

The reason we use dummy nodes is because only the 3d coordinates are recorded; which is all we need for most functions. The bounds / collision require a 3d space.

3 comments:

  1. Additionally, to who ever reads comments. We need a battleship (a large fleet ship). One for each faction.

    So I suppose one that looks kinda 'evil' and one that looks more human based.

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  2. i have an example of a human ship capital ship further down the blog (light green ship)

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  3. As an additional note to this topic - I will be giving a short presentation of some of the steps taken, for getting a model into Torque. The other programmers may already know the things required.

    If the artists are able to get their content prepared it would save some time.

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