Forum > Resources and Tools
[WotLk] 3ds max WMO Exporter
<< < (2/4) > >>
abdalrahman9:
Update the first post with some intructional images and an example screenshot of a test wmo which i did a long time ago.
--- Quote from: "schlumpf" ---You can always hack liquids by special materials / names. --- End quote --- Hum so you mean that if an object has a specific material it will be considered as liquid? Though what material would that be then? Also the geometry that the material is applied to would have to be a plane wouldn't it?
schlumpf:
yep, just have a magic material with the name of LIQUID_WATER, which turns all planes with the material to liquid tiles.
abdalrahman9:
Okay then, i will be making a standard material that contains a tiles map a liquid. I am currently studying the MOLQ and i just want to ask what is the the materiad ID,heightmaps, and the different types of liquid there are?
Supora:
So can I export second MOTV and MOCV for two-layered material? It would be very useful when making models where you need some smooth transition between two textures. About water: didn't figured out how exactly info about transparency and uv-map is stored(I can mention that slime liquids need to uw-mapping, but water works fine even without it). Also I tried to set material to regular diffuse material or to material with terrain type = 10 or 11(terrain type none and terrain type water) but it does nothing to my liquids so I don't know if it's really needed to have another material for water. But anyway I think that transparency and uw map stored in [heightmap] in first four bytes(height value is second four bytes) per vertex. Vertecies goes in column order. Same with tiles as I think(types in MLIQ chunk on wiki). Btw didn't actually figued out what a those types are. But they are defines which tiles will be filled with water and which won't. BTW maybe here in those types are actually two values(half of a byte for each)(wrong info. Seems that types are actually types. But if set second half of a byt to F then this water tile will not be filled) Here is what I get just with hexing:
Supora:
--- Quote from: "abdalrahman9" ---Okay then, i will be making a standard material that contains a tiles map a liquid. I am currently studying the MOLQ and i just want to ask what is the the materiad ID,heightmaps, and the different types of liquid there are? --- End quote --- Oh, didn't read this earlier. So material id is id from momt chunk. heightmaps stores info about verts. First four bytes may be transparency and uv-map, second four bytes are height values of verts. For types you can read previous post.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
|