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The final part of the W3D plugin for max is the W3D Exporter.

Each object in the Max scene that is not hidden will be considered for export. A utility plugin is used to set the export options. Each mesh can have its transform exported for the animation system and/or its geometry exported. This separation exists due to the way the motion capture data comes into the system. There are often meshes in the system which are only there to provide transforms and vice-versa; there are meshes that are rigidly connected to those "transform-only" meshes. The exporter basically allows you to reduce the number of transforms that have to be calculated by the animation system.

Each object that is exported will have its name associated with it. One limitation of the w3d file format is that these names be 15 characters or less. If you try to use a longer name, it will be truncated when it is exported. If two objects with the same name are loaded, only the first object will be kept.

It's a good idea to configure your button sets, in the utilities panel in max, to display it by default. This way, you wont have to look under the "more" section every time you want to use it.

Here is a description of the various tools associated with exporting your selections to W3D.

Object Export Options:General Export Options

Selection Window:Displays the name of what you have selected.
Export Transform (Bone):Check this to only export a bone or animation.
Export Geometry:Check this to only export a mesh or geometry.

Geometry Options:These options allow your exported geometry to have different characteristics. You can select multiple options from choices on the right.
NormalDefault mode, just a normal mesh with no specific characteristics.
Cam-ParallelAligns the object to the near clipping plane of the camera, for example, if an object moves around the scene, it will remain parallel to the viewport. Kind of like a strafing effect.
Cam-OrientAligns to the local X axis of the Camera: This makes the object always face toward the camera so where ever the object or camera is, the camera will always be facing the x-axis.
AABoxThis mesh is to be used as an axis aligned collision box.
OBBoxUse this if you're exporting a bounding box.
Null (LOD)Indicates that its a NULL LOD object
AggregateExport an aggregate,
DazzleUse this option to export a Dazzle. Set the dazzle type in the list below.
Cam-ZOrientLike Cam-Orient but is oriented in the Z axis only. Only usable with current versions of Renegade.
2SideEnable/Disable two sided rendering for the entire mesh.
HideUse this option to make your geometry hidden, e.g. a bounding box.
ZNrmUses normals that point in the +z direction.
VAlphaWith this checked, your mesh will have a "vertex alpha", which is created from the grayscale values of the vertices that you have given to them in max. NOTE: texture blend mode must be "Alpha Blend" in order for this to work.
ShadwThe mesh is not rendered normally, it is used to generate shadows only.
ShatterFor use when your objects may need to shatter, such as glass.
TangentsUse this when you are exporting for Renegade and need tangent/binormal data.
PrelitSet this to cause the mesh to be ignored by the light generation code. Only usable with current 5.0 versions of Renegade.
Enable Static SortingTells the game engine not to sort those polygons. The value you enter into the spinner next to it defines which batch to render them in.

Collision Options:You can select the physical characteristics for your geometry that you are exporting.
PhysicalSelect this for a surface that's not penetrateable, such as a character or a vehicle.
ProjectileSelect this if a projectile can hit it.
VehicleSelect this if you wish a vehicle not to proceed through or past it. (If a mesh has Physical ticked, you don't need to tick this! Use this for things that you want infantry to move through, while not letting vehicles through.)
VisSelect this when exporting your "Vis" areas. A vis area is a specific area within the cameras view, where the computer will not draw in geometry past that point until you crossed over into another Vis area.
CameraSelect this in case you dont want the camera to go through it, or get stuck in it.

Select by W3D Type:Rather than Manually selecting objects in your scene to be exported, you can use these buttons select specific items for you.
Select BonesSelects all the bones in your scene.
Select GeometrySelects all the geometry in you scene.
Select Alpha MeshesSelect all Alpha Meshes in your scene.
PhysSelect all Physical Objects in your scene.
ProjSelect all objects that are affected by projectiles in your scene.
VisSelect all Vis objects in your scene.

Naming Utilities:A convenient way to name a selected set.
Assign Node NamesOpens the "Generate Node Names" window. This allows you to assign a root name, prefix and suffix.  After setting your preferences, all of the selected objects in your scene will be renamed in sequence according to the node name. 

Artist Note: 
You may want to de-select "Assign Collision Bits" because it will override what you already have selected, in the collision options box.
Assign Material NamesOpens the "Generate Material Names" window. This allows you to assign a root name to your materials, After setting your preferences, all of the materials you affected will be renamed in sequence according to the node name.
Assign ExtensionsThis will append an extension to your currently selected objects. LOD 0 should be your highest poly model, with increasing LOD numbers going to your lower poly models. Damage models should be extension numbers 1 and up.
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