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3ds max Plugin Documentation

Primary Author: TimJohnson

This is the documentation for Reality's 3dsmax plugins for building models and scenes.

Note:        Most of the functionality in this plugin is now available in the stand-alone Reality Builder. Although you can still theoretically build an entire level inside of 3dsmax, exporting prefabs and animation to Reality Builder is the preferred method of level construction, as it provides true WYSIWYG editing and instant game testing.

See MaxShaderPlugin for documentation on the Shader materials plugin.

Installing

Download the 3dsmax plugin from RealityBinaries (contained in the RealityProjects.rar) and extract it to your 3dsmax6 directory. Be sure all the zipped folders (maps, plugcfg, and plugins) go to their respective places inside the 3dsmax6 directory.

Configuring your measurement units
Inside of Max, go to "Customize > Units Setup..." Set your display units to be "Meters" and your system units to be "1 unit = 1.0 inches":

Linking to external texture files
Max needs to know where to find your textures, so go to "Customize > Configure Paths..." and then to the "External Files" tab. Click "Add" and select your texture directory. Check the option for "Add Subpaths" to automatically add them.

Setting up export directories
Go to "Reality > Export..." and set up the locations of your exported Maps, Models and Animations. For Cry Havoc these folders are in the main program folder.

Getting Started

If the plugin is properly installed, the last item on the main menu should be "Reality". This gives you quick access to all tabs in the plugin tool window.

Reality Menu
Fig 1 - Plugin Menu

The last two entries on the right-click viewport menu (the menu inside the viewport) offer you the options to "Add Entity..." and "Edit Properties...". "Add Entity" will drop an entity into the center of the grid. Because entities always default to the center, it is usually preferable to simply make a box or similar prefab, then click "Edit Properties" to assign it an entity script.

Entity Manager
Fig 2 - One of the main 3dsmax tools window tabs

Entity Manager

The entity manager allows you to assign any object in the scene a script. If you wish to apply the same script and properties to a group of objects you may do this by selecting multiple items then choosing the class and setting the properties.

The three toolbar icons offer functionality to "Edit script...", "Change Script Folder", and "Refresh Scripts".

The "Entity Description" pane holds comments from inside script files. In python comments are lines that start with #. If you wish to add comments to a script you must edit the file.

Note:        Some scripts shouldn't be used. For example, the 'Prefab' script is a special script attached to all prefabs in the scene. It has no properties, and should not be altered or applied to objects manually.

Creating geometry inside 3ds max

There are no set rules regarding what (or how much) should be assembled inside of 3ds max before exporting to RealityBuilder. However, by using a modular, prefab oriented workflow to build up your scene inside of RealityBuilder you gain several key benefits:

  • Stand-in geometry can quickly and simply be replaced with final quality art by replacing the prefab (model) file
  • Memory requirements are reduced and performance is increased because the engine only has to load each prefab once
  • Instant play-testing and interactive PRT calculation

In the viewport, create a simple plane to use as one of the walls in the scene:

After selecting the plane, assign a new Max material to it (Figure 3-1) and activate the Reality Shader Material HLSL plugin in the "DirectX Manager" rollout of the material's properties (Figure 3-2). Click the Connection Editor (Figure 3-3) to configure the shader and add textures (Figure 4)

Figure 3 Figure 4

Create an omni light and then go immediatly to the Modify Panel. In order to get the light to display correctly in Max you must turn on Far Attenuation and set the min range to 0.0m. This is how I set up my light (Figure 5):

Figure 5 Figure 6

Export to Reality
Go to "Reality > Export..." and save the scene as a "Level". This will allow you to load the map in RealityBuilder!

Assemble your scene in Reality Builder

Start RB and go to "File > Open..."

Navigate to the "/Maps" folder and choose your map. After a brief pause, everything should load!

Prefab Manager

Prefab descriptions: As you build up a large collection of prefabs it can be useful to include a few comments, such as how many polygons the prefab uses, what it is intended for, etc. You can set this description up in the prefab .max file under "File->File properties".

Converting current objects to prefabs: You may save any object in the scene as a prefab, and it will be converted to an xref object and compiled. You can do this by pressing the "Save as Prefab..." button.

Simplified Proxies: Prefabs allow you to set up a simplified "proxy" mesh under their attributes. This is useful if you have a very high polygon model that is instanced in many places, and would prefer a dummy model to sit in its place during editing. The dummy model will not be exported or compiled.

LOD: Coming Soon

Immutability & Limitations: You can rotate and move any prefabs, but you must not edit them in any way, change their materials, or scale them. If this were allowed it would not be possible to use the same source prefab for all copies.

Scene Settings

Here you can set up the global map properties, including a skybox, fog attributes, MiniMap? image, and MiniMap? scale. Scene Information and Scene Description are currently unused.

SH Image Probe and Global PRT settings are explained in SphericalHarmonics.

Exporter

The Exporter saves scene data in Reality's proprietary .XML format. Before exporting you should set the destination folder for Maps, Models and Animation.

Saving Maps and Models

If you are exporting a level with entities, lights, etc, you should use the "Save Map" section. If you are exporting a model to use in Reality Builder you should use the "Save Model" section. The "Save selected" option does exactly what it says!

Saving Animation

If you're exporting a model with animation, use the "Save Animation" section after you have saved your model.

  • If you want your animation to loop, check "Looping animation".
  • "Animation Sampling Rate" is the number of keyframes per second that are exported (the engine interpolates between all the keyframes)

Spherical Harmonics

See SphericalHarmonics.

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