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Author Topic:   Materials and Max
Nat
Pilot
posted 07-31- 07:12 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys, yep you guessed it, it's question time again

OK, here goes..

In Max, how do I alter the material value of specific faces? i.e. an island I have built is obviously all water now. I need to change all the faces of the island, leaving the ocean, to SDOE material "grass"

I need this one guys If you think it'd be quicker to do than explain.. I'm all for that.. lol

Thanks guys

~Nat~

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FarmerJoe
Pilot
posted 08-01- 01:34 AM     Click Here to See the Profile for FarmerJoe   Click Here to Email FarmerJoe     Edit/Delete Message   Reply w/Quote
I am also curious as how to do this also...It would cut down time on model production too! Also if someone can explain the "map channel" deal in the UVW map in MAX I would like that too! Is it possible also to have multiple UVW mapping modifiers and apply them all to the object? For instance lets say I want to use one texture and map a wall on one side of a building and then I want to map the other wall...But nothing else! I am under the impression that you would have to make the other wall another object and totally different model in order to use that same texture but have the texture co-ords flipped correctly in order for me to achieve using one texture for both the walls! I figured out the "box" option in the UVW mapping in MAX it's very nice! I also outwitted MAX using it's nice option of flipping the U or the V tiles =) hehe it saved my ass couple of times. So basically how can I apply multiple UVW modifiers to one object and then export my object using all the UVW modifiers? Everytime I add more than one..It only textures one of the sides and the other is the default polygon color...HELP!!!

------------------
Subaltern FarmerJoe Axis West
Three Amigo

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Tailslide
Pilot
posted 08-01- 02:03 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Collapse your mesh, or select the base "editable mesh" wrapup. Select the faces you want to be grass then apply a material named "&grass_00" to them. OPS will use this to assign flags to it, the 00 will make sure they are single sided.

TS

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Nat
Pilot
posted 08-01- 04:37 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thankyou thankyou!! (I take it I have to include the "") going back to work now..

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Tailslide
Pilot
posted 08-01- 11:01 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

No leave the quotes off.. just &grass_00 should do it.

Also, if you need to have more than one texture that is grass you can make them unique like this:

&grass_00_lawn
&grass_00_golfgreen

etc

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Nat
Pilot
posted 08-01- 04:06 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thanks Tail, that explains why it didn't work I hope.. lol

Just to be sure, the material value for grass in SDOE is 2 so should I use the value of grass, or the word itself?

Thanks for the help Tail

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Tailslide
Pilot
posted 08-01- 05:39 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

use the word itself

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Laika 801
Pilot
posted 08-01- 07:29 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Would the use of "wood" instead of "metal" change anything hit-detection/damage level wise ???

Thx !

LK

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Nat
Pilot
posted 08-01- 07:43 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I'm by no means sure Laika, but I think the difference would be in the fire resistance only, probably in a similar way that different earth materials alter the friction level, swamp.. snow, sand

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Tailslide
Pilot
posted 08-02- 12:30 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I think it only affects friction except for the special properties of glass and water

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Nat
Pilot
posted 08-02- 09:34 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
changing the material like that didn't work but it did mess up my textures..

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Tailslide
Pilot
posted 08-02- 10:55 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Nat, the material has to be set to the .tif you are texturing with..

TS

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ArgonV
Pilot
posted 08-02- 12:28 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
I hope you guys solve this. And I also hope someone adds the groups and file refrences to Midway since Nat cant do it.

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Tailslide
Pilot
posted 08-03- 02:39 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

OH Nat, make sure you are using .obj format for this, the .wrl import does not support this.

TS

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Nat
Pilot
posted 08-03- 05:47 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thats all I use Tail, I'm just trying to work out how to apply the material to the texture.. lol

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Tailslide
Pilot
posted 08-03- 05:49 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

In the material, click on "diffuse" then click on bitmap and select the .tif file, then click on the apply to objct and show texture buttons.

TS

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Nat
Pilot
posted 08-05- 04:22 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
comming back to this... I don't think it will work through MAX (unless someone has been able to do it), see, I guess it's all well and good doing this in Max, but then we only export an object, and when importing back into OPS all OPS takes is the form, and doesn't alter the actaul LOD settings.. the only way I could see this working may be through AC3D wich can work on the LOD directly.. if we can work out the actual LOD number.. so until we get more info I think this part will have to wait, and the terrain remain all water

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Tailslide
Pilot
posted 08-05- 05:28 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I've done it in Max nat.

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Nat
Pilot
posted 08-06- 05:03 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
gggggrrrrrrr......

Tail, thanks for trying to get this through my thick skull, but would you be so kind as to try to do this to one tile for me? On the whole of Midway there are only 3 tiles that need this doing and I just can't do it!

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