I have added a complete video on [URL="http://wallworm.com/projects/utilities/docs/rollouts/texture.html"]exporting all your texture maps from a Standard Material into Source using Wall Worm Model Tools[/URL]. It's an A-to-Z with some very basics on up to most of the settings that get translated:
[video=youtube;VjvBe57w3CQ]http://www.youtube.com/watch?v=VjvBe57w3CQ[/video]
Also, I've made a new chart for reference (below). Pay special attention that the most recent version (1.64) [B]now uses Specular Level[/B] [I]instead of Specular Color[/I] for the [B]$envmapmask[/B].
[IMG]http://wallworm.com/projects/utilities/docs/media/material_chart_full_web_1-64.png[/IMG]
Everybody get the tools, they rock.
[QUOTE=A big fat ass;32154034]Everybody get the tools, they rock.[/QUOTE]
I agree... though I'm more or less biased...
shawn u rock
The fudge is this? I like it but I still don't get the schematics they are so confusing. And yes I saw the video.
[QUOTE=cra0kalo;32162838]shawn u rock[/QUOTE]
Thank you!
I did miss something in the video...
Since I always make these videos on-the-fly (no script) it only makes sense that I left something out of this video. I had intended to show the process of getting the $envmapmask to work when there is also a $bumpmap. I forgot that in the video.
To get [I]$envmapmask[/I] AND a [I]$bumpmap[/I] to work [B]simultaneously[/B], you need to save the Specular Level [I]into the Alpha channel of one of these maps[/I]: Diffuse, Bump or Self-Illumination. You then need to use that map in the Specular Level.
For example, save out your Diffuse, Specular Level and bump bitmaps with Render To Texture. Then open the diffuse in Photoshop/PHOTO-PAINT/Gimp. Bring in the Specular Level bitmap and convert it to the alpha channel of that bitmap. Then save it. Back in Max, instance the diffuse bitmap into the Specular Level bitmap. (Alternatively, use the Bump or Self-Illumination instead of the diffuse but follow the same steps--swapping diffuse with the alternate map).
There may be a simpler way to just do that inside Max, but I haven't discovered it yet. If I can't find it, I'll build a tool to transfer the Specular Level into the Alpha of one of those three optional maps so the manual work in Photoshop isn't required.
[editline]7th September 2011[/editline]
[QUOTE=Ellis :P;32162863]The fudge is this? I like it but I still don't get the schematics they are so confusing. And yes I saw the video.[/QUOTE]
The chart is demonstrating which maps/settings in a Standard Material will get exported into a Source VMT (material) via the Wall Worm Model Tools texture exporter. It demonstrates that a Bitmap in the diffuse slot exports as $basetexture, etc.
I've color coded things so that you can see the flow of things. For example, flat red is the Specular Level (which is accessible via the Material Node in Slate in the left area; or in the Material Display on the right with the Specular Level map at the top and also down in the Additional Maps).
I really couldn't fathom any way to make it any more clear. Sorry if it is confusing.
[editline]7th September 2011[/editline]
I updated the docs linked at the top to include details on using Specular Level and Bump at the same time... and added this additional chart.
[IMG]http://wallworm.com/projects/utilities/docs/media/texture_bump_and_envmapmask_web.png[/IMG]
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