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MX vs ATV (and prior MX games) Forum => Custom Objects => Topic started by: MX45 on March 13, 2005, 10:27:48 PM

Title: Some max questions....
Post by: MX45 on March 13, 2005, 10:27:48 PM
1. How do I export an slt that uses multiple textures?
2. What's the formula for the relationshop between armadillo settings and max units. I know about max calculator, but with a 2.0 grid national, what is the exact size I make my track plane? I want to know this to adjust a few object sizes to fit a track better.
3. Just curious, what are the total track polly limits mcm can handle on an average computer?
Title: Re: Some max questions....
Post by: Daniel Ahlgren on March 13, 2005, 11:13:14 PM
1: if it has 2 textures on it already and its one object just export it like normal exept with the matteial modifiy
2: a grid with 1.0 is a 256x256 plane so if your grid is 2.0, right click the size button and type in 200%
3: there is like no real limmit, right?
Title: Re: Some max questions....
Post by: MX45 on March 13, 2005, 11:32:16 PM
awsome thankyou
Title: Re: Some max questions....
Post by: cR on March 14, 2005, 12:23:26 AM
I think it uses 256x256 polygons for a track... (512x512 on fmx?) altho it optimizes it when far away
Title: Re: Some max questions....
Post by: metal_miracle on March 14, 2005, 01:03:43 AM
Myth you forgott to say that the tex mess up when you change the material number
Title: Re: Some max questions....
Post by: Daniel Ahlgren on March 14, 2005, 05:00:58 PM
thats why you dont use it ;)
Title: Re: Some max questions....
Post by: metal_miracle on March 14, 2005, 10:24:12 PM
i got a tutorial on basic multitex .. but now we can use 4 256x256 in a 512x512 textures so its not so much needed anymore
Title: Re: Some max questions....
Post by: MX45 on March 15, 2005, 05:08:59 AM
could you inform me how to do mulit-tex, and the the four 256's in a 512. ?

and just what happens to the tex when you use many materials?
Title: Re: Some max questions....
Post by: Extreme on March 15, 2005, 05:21:33 AM
You cant change the material ID it has to be set at 1 but u can have as many 1's as u like
2 x 256 = 512
               x
2 x 256 = 512
Thats what he means  :D

Extreme
Title: Re: Some max questions....
Post by: metal_miracle on March 15, 2005, 03:07:06 PM
(http://home.ripway.com/2005-2/259694/4texin1.jpg)
Title: Re: Some max questions....
Post by: MX45 on March 17, 2005, 01:50:23 AM
Thanks guys.

Also, you know the x,y,z arrows you can just click on with the move, scale, etc? Mine are missing :( I can't seem to find it in the preferences. This happened once before to me a while ago, and I just reinstalled it, problems solved that way.

And, is there a way to tile part of you textures, and not other parts?
Using metal_miracle's lovely diagram, tile the red (say its banners) section, not tile the blue part? Its hard for me to explain, I don't know all the lingo.
and tile, as in with a pattern.
Title: Re: Some max questions....
Post by: 51 on March 20, 2005, 04:20:42 AM
the tile question depends on how your tex map is set up. i think its best if you want a section wehre you are going to use a seamless texture you should just use one tex map on that area...you can add as many tex maps as you want to an object and tehy dont all have to be the same sizes or anything. just square. 16, 32, 64, 128, 256, etc etc
Title: Re: Some max questions....
Post by: ElDiablo (Paul) on March 21, 2005, 06:27:25 AM
Tiling one part of a skin IS possible but NOT in the material popup. How you do it is say you've got one 512 square skin for a house, refer to the image above posted by MM. Part of the skin is the roof, another part is the siding, another part a door and another part a window. Now...the roof and siding are just tiles that you want to tile...but obviously you DON'T want the window and door textures to tile. Detatch the individual parts as normal and when you apply the skin to the parts that you want to tile, apply the UVW MAP modifier. Scroll down and you will see U Tile, V Tile and W Tile all of which have the number 1.0 in them. Depending on how you built your object you'll have to play with these to figure out which ones apply to which parts of your object(s). This is how you tile only parts of a skin. Hope that helps ya out brother.

Sorry I missed this for so long. Hope it didn't reach ya too late.

;)
Title: Re: Some max questions....
Post by: MX45 on March 21, 2005, 07:28:08 AM
Thanks everyone.  I figured out a ghetto way, but it still takes up space on my textures. Its hard to explain without posting the texs, but I just kinda stacked my skin vertically, then when I did the uvw mapping, I used the horizontal scale thing, stretched it way out (way way out in some cases) and it tiles horizontally.
It'll be a few days before I get home to try any of these suggestions out though.
Title: Re: Some max questions....
Post by: metal_miracle on March 21, 2005, 02:48:54 PM
Quote from: VMX_ElDiablo on March 21, 2005, 06:27:25 AM
Tiling one part of a skin IS possible but NOT in the material popup. How you do it is say you've got one 512 square skin for a house, refer to the image above posted by MM. Part of the skin is the roof, another part is the siding, another part a door and another part a window. Now...the roof and siding are just tiles that you want to tile...but obviously you DON'T want the window and door textures to tile. Detatch the individual parts as normal and when you apply the skin to the parts that you want to tile, apply the UVW MAP modifier. Scroll down and you will see U Tile, V Tile and W Tile all of which have the number 1.0 in them. Depending on how you built your object you'll have to play with these to figure out which ones apply to which parts of your object(s). This is how you tile only parts of a skin. Hope that helps ya out brother.

Sorry I missed this for so long. Hope it didn't reach ya too late.

;)


you dont need to deattach the parts just hold ctrl and select the polys you want to remap..