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[3DS Max/gMax] Shading/Detaching Elements

Posted: Tue Sep 08, 2009 9:18 am
by hppav
Trespasser shades objects by their elements but 3ds Max shades them by their smoothing groups. This would result in some horrid and funky shading once you import the model.

So first we should go into our Polygon/Face subobject (depending on the modifier) and select all of the polygons/faces in the object. Then go down to the grid with numbers and select clear and then click the square with the 1 in it and deselect the polygons

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This is what the model would look like if we had gone ahead and imported it after setting the textures. We need to fix this. Here's how we do it. Select all of the polygons/faces that you want to have the same shading (in the example, it'll be all of the polys on the same flat surface). Then click "Detach" and check "Detach to Element" and then click OK.

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Now since this model is boxy with no true smooth surfaces what we can do to save time is to select all the polygons, then go down to Explode and below it select "To Elements" and then click Explode.

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Now our model is ready for physics objects and occlusion objects, but that's another time.

Coming Soon: Finalizing the model. This tutorial will show how to make physics/Instance objects, occlusion objects, how to name your meshes by the Trespasser standard, and writing the values for the model before you export it to TPM.

Re: [3DS Max/gMax] Shading/Detaching Elements

Posted: Tue Sep 08, 2009 2:50 pm
by Draconisaurus
As a note. I've discovered that the latest TPM export script *seems* to automatically convert smoothing groups into elements upon export. I'm not sure the old one we used did this - it also may be related to the issue where objects from Max which appear fine in Trespasser end up being completely "face-exploded" when the TPM is imported back into Max, as machf and I struggled with a bit... But it's certainly important for people to understand the nature of Trespasser's smoothing.

Re: [3DS Max/gMax] Shading/Detaching Elements

Posted: Thu Sep 10, 2009 3:12 am
by machf
Remdul did that in order to fix some problems with Gmax and/or 3DS Max 4.x, IIRC...

Re: [3DS Max/gMax] Shading/Detaching Elements

Posted: Thu Sep 10, 2009 3:33 am
by Draconisaurus
Fascinating.. Well then, as long as people are using the latest scripts, it should be fine to keep things welded and use smoothing groups instead, like Max does naturally.. though at some point I'd like to investigate if it does have a connection to the reimport issue.