Re: DDS format ObjectLightMaps = performance boost...
Posted: Sun Sep 18, 2011 11:21 pm
The rexman scripts have their own SM import and export functions and as I recall they still work in Max 10 (though it's main difference is that it sets up materials using the standard max shader instead of the special RS shader...better or worse?
See if it would be easier to just merge those with the MDT import/export functions as it may save a lot of time. Any major advantage that the MDT SM importer/exporter has over the rexman version other then the shaders and BFV support? Don't use rexman's TM import/exporter though. It never supported tree sprites.
Actually I don't think the MDT gets the treesprites correct in the first place either. I've had issues with treesprites only being visible from a narrow angle before they mysteriously vanish. I do not see this happen with the vanilla trees that uses them so it seems the scripts fubar them somehow? It may also be why I can't get BFH trees with working sprites via the treeMesh system. The sprites, even when set up correctly will cause HUD glitches ingame and even a blue screen if I stay ingame for too long. (Not sure if it will blue screen Windows 7 as I have not tried this in Win 7 yet).
I've been wanting to make the BFH trees work right in BF42 for awhile now.
Either way, thanks for your hard work on them. It brings new life to BF42 modding! It will be this site's crowning achievement to have an updated max script set with new things to play with!
EDIT: Alright downloaded the max 8 scripts you posted in the last post you made thus far that had a file attachment. Importer seems to work fine. After setting up the paths, even the textures load in correctly.
Also checked the animations/skeleton functions...they work too! Looks like Max 10 isn't having issues with the max 8 scripts you posted up and that makes me a happy man!
See if it would be easier to just merge those with the MDT import/export functions as it may save a lot of time. Any major advantage that the MDT SM importer/exporter has over the rexman version other then the shaders and BFV support? Don't use rexman's TM import/exporter though. It never supported tree sprites.
Actually I don't think the MDT gets the treesprites correct in the first place either. I've had issues with treesprites only being visible from a narrow angle before they mysteriously vanish. I do not see this happen with the vanilla trees that uses them so it seems the scripts fubar them somehow? It may also be why I can't get BFH trees with working sprites via the treeMesh system. The sprites, even when set up correctly will cause HUD glitches ingame and even a blue screen if I stay ingame for too long. (Not sure if it will blue screen Windows 7 as I have not tried this in Win 7 yet).
I've been wanting to make the BFH trees work right in BF42 for awhile now.
Either way, thanks for your hard work on them. It brings new life to BF42 modding! It will be this site's crowning achievement to have an updated max script set with new things to play with!
EDIT: Alright downloaded the max 8 scripts you posted in the last post you made thus far that had a file attachment. Importer seems to work fine. After setting up the paths, even the textures load in correctly.
Also checked the animations/skeleton functions...they work too! Looks like Max 10 isn't having issues with the max 8 scripts you posted up and that makes me a happy man!