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Posted: 30 Jan 2009, 06:57
rickyd
Hi
Human I read the docs on the mesh smoothing to add surfaces.
Is there a advantage to doing it in max over rvglue?
It looks like max has the re-volt surfaces built in.
This is a little confusing to me but most everything is
at first.
So I just select the polys I want the surface to be applied to
pick the surface I want and collapse and that is it?
Ill read it over again and my understand more.
Thank for the help.
Posted: 30 Jan 2009, 07:08
zagames
Pretty much, but I don't collapse them. First, I set everything to SG 32 (no-collision), next, I set all double-sided to SG 31 and finally I go back and select anything that a car could possibly hit, and set them according to gravel, grass, etc...
Posted: 31 Jan 2009, 08:22
human
hi guys,
ricky, not sure what you mean saying " max has the surfaces built in".
you probably mean the smoothing groups. they arent originally for revolt of course, but the game can understand them after converted for it.
dont forget to use one of the switches ( ali, or morph) when converting .ase files.
it looks like this:
ase2w -m track.ase (-m stands for the morph switch. ali and morph are a bit different, check the smoothing group definitions in the doc)
not sure what you saying about collapsing regarding to polys. what i normally do is similar to what zach does, looks like this:
1. i create the object and convert it to editable poly.
2. i go to poly properties and reset smoothing groups because max automatically sets them according to the type of object thats been created.
3. i carry on with the creation process till i can clearly see which polys to be left solid and which to set to no collision
4 i select the ones that to be non collision and push the no.32 button in the polygon properties/smoothing groups, that defines collision datas for the game once the .ase file is converted.
i normally delete collision on any polys that are higher than how a car could pop up when being exploded, and everything that cars will never hit.
hope this helps, any question, just type in
Posted: 31 Jan 2009, 12:38
urnemanden
Do you Make Surface Properties for the landscape & Racing Line before or after you UV mapped?
Posted: 31 Jan 2009, 20:11
zagames
It shouldn't matter. I usually add surface properties last.
Posted: 31 Jan 2009, 21:59
rickyd
Thanks Human
This duz help.
I have to play with this so I can see the light I hope.
I understand how you give some of the polygons nocoll.
Number 31 is nocoll? on the chart it says 31 is double sided.
Number 32 is no collision do I have the right chart?
There is a chart for the ali type to.
And can I just use ase2prm to export them with the nocoll
and surface?
Thanks for the help im trying.
Posted: 31 Jan 2009, 22:04
urnemanden
32= No Collision (Nocoll)
31= Double-Sided
I dont know about the -ali mode, because i haven't checked, but thoose up there is for -morph.
And yes you can just use Ase2prm to export them.
Posted: 31 Jan 2009, 23:19
rickyd
Thanks I tryed to export the ase using ase2prm but I dident
use the switch -m I forgot .
So Im off to try once more.
Ill let you know if I get it to work.
Thanks for all the help you guys!
Posted: 01 Feb 2009, 00:04
rickyd
Hay you guys!
Guess what I can see the light.
I see the advantig of this way to add surfaces
over the glue way.
With this I can give more then one surface to
a single prm file where with glue you can only
add one surface to a prm.
This is awesome cool and fun stuff.
Man I cant stuff my brain any faster.
But Ill try. LOL
THANK YOU!
Posted: 01 Feb 2009, 07:53
human
cool ricky,
yes, if you are making instances, not a complete world file, you can just use ase2prm.
another tip:
if you create a model in max for using as an instance in revolt, you can use -c switch when converting with ase2prm. this will center the grip point of the model. i copy the original explanation from the manual, cuz my english is rubbish:
-c : will center grip point on created instance (ase2prm only). If omitted, grip point of instance will be where the origo of the World coordinate system is in Max. (Not to be confused with the Pivot point, which is the origo of the Local coordinate system.) If you don't use this option, place your meshes carefully, or you can easily create an instance which is so far from its grip point that you cannot actually see it.
i have found this to be very useful, sometimes i thought there was not any instance when i was trying to put it on the track in makeitgood, because i didnt see anything, later i realized that it was there but miles away from the arrows which you grab when positioning.
it looks like this when being used:
ase2prm -m -c instancename.ase
(where -m stands for morph switch and -c stands for center grip point)
try out numbers 23-27 too on morph chart ricky, they create semitransparent polys, i think its cool.
Posted: 11 Feb 2009, 10:03
rickyd
Thanks Human!
Your english is as good as mine.
So dont even worry about that.
I was playing with the transparence.
Made a plain with 4 polys and set them to the different
levels of transparence.
Ya very cool.
Your the max guru in my eyes you help me more then
anybody.
And I thank you for being a friend.
And mentor.
YOU THE MAX MAN.
Posted: 11 Feb 2009, 18:13
human
hehe, thanks ricky,
max man sounds a bit better than tax man for example
im glad i could help a bit.
i know that a tiny little help could mean a lot, so i try to help even that its not too much that i know about the thing.
waiting for your next creation.
Posted: 16 Feb 2009, 08:34
rickyd
On the way.