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Author Topic:   new Max Q - Materials
Nat
Pilot
posted 05-14- 06:10 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys, here a new one...

in Max, can I edit the material value of part of an object, by either selcting the faces to edit or the vertices or sumthing?

So that part of the object is one material, and another part has a different material value?

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JT
Pilot
posted 05-14- 10:42 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Yes, absolutely... I do it all the time.

When in sub-object mode, select the faces you want, drop the material onto them, and then apply the UVW map. Then, collapse the stack and pick the next set of faces you want to work on... and so on, and so on.

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Nat
Pilot
posted 05-14- 01:34 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks JT, I shall be very candid about this... any questions from now till it's released will almost certainly be about things I need to know to finish the terrain model. Obviously the reason I asked this question is because I will have to do alot of material editing of LODS, not only full ones (they're the easy part) but also part LODS to make the coastline required.. part land, part water.

I hope (please correct me if I'm wrong) that the Max material value for water is the same that is used for SDOE.

Also.. If anyone can write batch files.. I need a command running multiple times, using the same settings for different files, Please mail me and I'll explain more in depth what I need.

Thanks again JT

~Nat~

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Tailslide
Pilot
posted 05-14- 02:37 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I have a grand canyon terrain all diced up, please let me know if you figure a way to get all the pieces lined up in OPS.

TS

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Nat
Pilot
posted 05-14- 04:49 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Tail, it's easier than you could imagine

Drop me a mail and I'll tell you, and I'm damn sure you'll kick yourself.. lol

I'm not kidding guys, anyone could build a new terrain, it's a little time consuming, but hey, you build planes and that aint exactly a quick thing.. hard part in terrains is positioning of airstrips etc... still gotta twist my head round that one...

~Nat~

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Tailslide
Pilot
posted 05-14- 09:18 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I suppose I could dice the tiles the same size as the tiles in an existing terrain then import.. is that what you mean?

When I tried it the first time we didn't have the max script or multi-object importing.

TS

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Nat
Pilot
posted 05-15- 04:33 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thats pretty much it Tail, cause of the size of the terrain it's pretty hard to match the tile edges up exactly in OPS, and when you don't you get thin blue lines all over the place, so you basicly need a "marker" tile, if you export one from a terrain in ops, then import it into Max you have it. You use Max for the alignment of tiles, and not OPS, it's time consuming because each individual tile you have has to be centred on the axis in Max relative in height to the tile you use as a "marker" this is easier to show than explain.. lol, but I'm sure you get the idea, once you have one of your own tiles set to the right position you should find it fairly easy, the tile next to the one you just did then has to be centred, but then the height has to be set relative to your first tile to allow the edges to match up, and so on and so on..

I hope I've explained that clearly enough anyway, it's a pretty simple thing but time consuming, more so than me just altering the shape of a terrain. For me I have to export each tile, make alterations to the vertices (without moving it from its axis) then export it, and when it's imported back into OPS it apears in exactly the same posistion. If it's moved left/right up/down in Max, then it wont go back exactly where I took it from..

Anyway, if you're going to have a go, good luck!, it'd be cool to have the Grand Canyon to buzz through

~Nat~

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Tailslide
Pilot
posted 05-19- 04:15 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Do you know the exact size of the terrain tiles in SDOE? I could just re-tile the terrain to that size and do a batch import. After I rename about 500 objects hehe.

This would only let you make terrains the same size not bigger ones though.

TS

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Nat
Pilot
posted 05-19- 04:54 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Tail, for 100% sure I'm not, but I believe it's 2 miles, easiest way to find out though is just import one into max and see.. lol damn, was about to do it for you, but it's giving me an error so I'd have to reboot, anyway like I said, thats the easiest way to find out Tail

~Nat~

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Tailslide
Pilot
posted 05-19- 08:12 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ok will do a test...

TS

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Nat
Pilot
posted 05-19- 08:19 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
there is a theory Tail (untested as yet) that you could use a single tile, this might be worth looking into if your wanting to import a new model, although it would likely also mean you would have to map it with the full size super tif, which would probably be a FR killer

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Tailslide
Pilot
posted 05-19- 09:39 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I tried that before OPS had the multi-import feature and SDOE would freeze up when I tried to fly my plane into the canyon.

TS

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