SubJeff on 13/9/2005 at 16:20
I want to make some textures climbable, notably some of the stone and banner textures.
In the texture right click menu the top selection is "Obsolete". This opens up a hierarchy and within T3Temp there is bCanClimb and bArrowStick which presumably control climability and arrow behaviour on impact.
Altering bCanClimb to True makes no difference in-game (and I used a normally climbable texture to make sure I'd given the glove ability properly). And oddly climbable textures (stoneclimb) also have bCanClimb set to false.
It's a bit silly being able to climb brick walls and not cave walls. And some brick walls aren't climable either.
I know these properties are in an "obsolete" section but where is the real property assignment?
OrbWeaver on 13/9/2005 at 16:31
Probably in the MatLib, which you can't create without 3DS Max 5.1
ascottk on 13/9/2005 at 16:34
You could copy that texture then use str8g8's (
http://www.ttlg.com/forums/showthread.php?t=99947) texture pack. Or you could use one of the invisible walls, use that texture on it, & set the property to bLadder-TRUE.
Bardic on 13/9/2005 at 18:08
After you have exported the Mat Library out of Max, can we open it back up again? Like can we open Str8G8's texture pack and add more, or we would have to have him add more to the original and re-export. I have a friend with 5.1, but I don't know the program well enough to tell him what I need done to create a texture pack from scratch.
OrbWeaver on 14/9/2005 at 13:01
Quote Posted by Bardic
After you have exported the Mat Library out of Max, can we open it back up again?
No, that's the problem. The matlibs are in an undocumented binary format that cannot be edited without Max.
Shadowspawn on 14/9/2005 at 13:27
They will be documented soon. I'm probably going to need someone to build me a test matlib, with 1 property set per texture. (Transparency, illumination, etc.). Then I can figure out the array of floats associated with each texture and finally figure this out.
However, there's some strange stuff in there. I'm hoping that there isn't a shader associated with each texture, which will make this project (more) hellish. :eww:
SubJeff on 14/9/2005 at 15:28
Dude that website needs some serious work. The background clashes with the content ebil style.