nomad of the pacific on 20/11/2006 at 04:23
Those are awesome! :eek:
STiFU on 20/11/2006 at 14:32
Yeah very good looking. You should redo the uv-mapping in some of the grass-parts though. The texture is stretched...
Quote Posted by Judith
Is there an option to display applied material in perspective viewport in 3dsmax? All I see is this white surface and i have to render the whole scene everytime I want to see whether the shape is right.
There is some neat article hanscz and I wrote in the wiki... ;)
Quote Posted by Fleshworks
Viewport issues and possible solutions
(not fully written out and illustrated, yet - HansCz) You will probably experience that the materials don't show up in the viewport, although you assigned your material or Multi/Sub-Object to your mesh. This can be due to two reasons:
The first thing is that the ion shader does only work with Editable Meshes and not with Editable Polys. You may work with a polyobject, because it comes with some handy features like weld and so on, but if you want to see the Ionshader textures you will have to convert to Editable Mesh, by right-clicking the modifiers stack and choosing the appropriate entry.
The second thing is that you will have to click Show map in viewport(the blue-white cube in the material browser)for every ion shader map you apply. You can check whether you did it right by opening the Material/Map Navigator(on the right side of the lower scrollbar). All those parallelograms should be red. If they arent, click them. Then click the Show map in viewport-button. It wont work if you do this for the parent texture, so always remember to click the texture with the parallelogram before and the "Ion Shader" tag behind it. Your textures should now be visible in the viewport. Note that in this mode, polys will not highlight if you click them, without the wireframe enabled. You can enable it easily by pressing F3 or F4.
Note from STiFU: hey... just wanted to tell you about a useful thing concerning max, i just heard about. The one thing is that you can press #%o#% in order to deactivate "Adaptive degradation", which means that the wireframe does not disappear anymore, when you move the perspective viewport. Its actually a toggle. The other thing is that you should bind the "backface cull toggle" to a key, because with this activated you can see the backface of an object too which is sometimes very useful.
Judith on 20/11/2006 at 15:43
Thanks for help, STiFU, but it didn't work either :) I've found another way to do this, maybe this will be useful to some T3eders:
1. Select your material and apply to your editable mesh (you were right, it cannot be the editable poly)
2. Scroll down the menu in material editor, find the Viewport manager tab, select Metal bump, click "enabled".
3. In viewport shader - metal bump, choose your diffuse texture 1 (e.g. something_D.dds)
(
http://img452.imageshack.us/my.php?image=3dsmaxzv7.jpg)
Inline Image:
http://img452.imageshack.us/img452/4339/3dsmaxzv7.th.jpg:)
Oh, and I've noticed something funny, you may actually leave the dds images uncompressed, if you apply them to your mesh - it won't show in the texture UI in T3ed, and the mesh will have default texture, but only under the editor. When you launch the game, everything is absolutely fine :) Such uncompressed textures are, unfortunately, huge, so such metod should not be recommended...
STiFU on 20/11/2006 at 16:10
Hmn awkward. I don't even know that viewport manager. Are you running an extended version of 3ds 5.1 perhaps? :confused:
(btw you are using a nice xp-theme. I use the same ;) )
Judith on 20/11/2006 at 20:57
Quote Posted by STiFU
Hmn awkward. I don't even know that viewport manager. Are you running an extended version of 3ds 5.1 perhaps? :confused:
(btw you are using a nice xp-theme. I use the same ;) )
Hm, that's strange, indeed. I got 3dsmax 5.1 + Service pack 1 update, I didn't try to customize it with any other plugins, for a compatibility reasons.
Ok,
Forget all the previous pics, with proper tools you can do something like than in TDS:
(
http://img70.imageshack.us/my.php?image=t3main2006112020524670ct9.jpg)
Inline Image:
http://img70.imageshack.us/img70/5213/t3main2006112020524670ct9.th.jpg(
http://img112.imageshack.us/my.php?image=t3main2006112020525764ui7.jpg)
Inline Image:
http://img112.imageshack.us/img112/5103/t3main2006112020525764ui7.th.jpg(
http://img112.imageshack.us/my.php?image=t3main2006112020555459pg7.jpg)
Inline Image:
http://img112.imageshack.us/img112/553/t3main2006112020555459pg7.th.jpgTexture proportions are, unfortunately, 1:1 and DXT1 really sucks, but I think it looks nice anyway. Actually these are 2 SM's linked together to check whether the transition is more or less seamless.
Oh, and for a daylight comparison:
(
http://img68.imageshack.us/my.php?image=t3main2006112021250034hg7.jpg)
Inline Image:
http://img68.imageshack.us/img68/1694/t3main2006112021250034hg7.th.jpg(
http://img68.imageshack.us/my.php?image=t3main2006112021261610au8.jpg)
Inline Image:
http://img68.imageshack.us/img68/4951/t3main2006112021261610au8.th.jpg(btw. I love that theme, recently added Rainlendar and it looks great ;) )
Gestalt on 20/11/2006 at 21:07
Excellent work, Judith!
Judith on 20/11/2006 at 23:58
If only there was a way to assign separate sound properties to every area of texture (earth, grass, rock, instead earth only to the whole thing), I'd be on cloud nine... ;)
Bardic on 21/11/2006 at 00:05
Can you set a trasparent additive brush or plane on the areas that are grass and put a grass texture on in? That way you get the right sounds, but can't see the brush.
Ziemanskye on 21/11/2006 at 07:56
Hate to be so picky about what is good work, but you shouldn't be using DXT1 - it can cause problems on older nvidia cards. It'll probably be okay, but it's just another one of those things.
Other than that, it looks fine with the 1:1 to me. Slightly blurry perhaps, but nothing I can't deal happily with.
Judith on 21/11/2006 at 09:57
Quote Posted by Ziemanskye
Hate to be so picky about what is good work, but you shouldn't be using DXT1 - it can cause problems on older nvidia cards. It'll probably be okay, but it's just another one of those things.
Other than that, it looks fine with the 1:1 to me. Slightly blurry perhaps, but nothing I can't deal happily with.
Ok, so which compression method you propose? I used DXT1 only because it was written in one tutorial to do so :)