User manual
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Credits |
P1. The [Synchronize] button. Can be used whenever you want. Useful to synchronize the tool with the Material Editor. For example, if you change the name of a material under the Material Editor, just pressing [Synchronize] will refresh the list below.
P30. Some nice logos.
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Libraries |
P2. A list will all the material libraries found in the GMT2-Wizard libraries directory. A material library is a file when several materials can be stored and loaded later. The file format used here is strictly identical to the default 3DSMax format.
P3. Load the selected library and update material list [5].
P4. Open a saving dialog box to create a new library based on the current library loaded.
P5. List of materials loaded from current library.
P6. Delete the selected material.
P7. Load the selected material to replace the current sub-material selected in list [9].
P8. If [Preserve] is checked, the names and the textures of the current sub-material won't be overwritten by the new material. Useful to update a material from a new library.
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Materials |
P9. The list of the 24 current materials of 3DSMax scene. Keep in mind the #24 can't be used - see [Extra] section -.
P10. Use this button to create a new Multi/sub-object material on the selected slot. This is the type of material needed by the ISI tools.
P11. Fill this text zone to enter a new name for the current material.
P12. With this spinner, you can modify the number of sub-materials included in the current material. Each new sub-material will be created automatically as a GMotorMaterial. You can use the arrows to change the value or enter a value and press [ENTER].
P13. List of sub-materials included in the current Multi/sub-object material. The name is formated in 3 parts :
Part 1 : one number that is dependant of the order of the sub-material. Can be used when assigning a sub-material to some faces.
Part 2 : the name used by 3DSMax for several modifiers.
Part 3 : the name used by the ISI Exporter.
P14. Jump to next or previous sub-material.
P15. Text zone to modify the 3DSMax sub-material name. It'll refresh automatically the list [13].
P28. Text zone to modify the class for the sub-material. This feature can be used for classification purpose. A extension to the 3DSMax name will be added then.
P29. Switch to next or previous sub-material.
P16. Text zone to modify the game sub-material name. It'll refresh automatically the list [13].
P17. 2 buttons to show maps in viewport. the [Blue] one will show only the current sub-material - main texture of DirectX9 level only -. The [Red] button will show or hide all main textures of the whole sub-material. A cache system has been integrated to memorize which files can be shown or not. To reset the cache, just deletethe [ViewportCache] file located in the script root directory.
P18. Save the current sub-material in the selected library [2]. Keep in mind the textures files will be saved too so better to not fill textures before saving a material - except specific cases -.
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User settings |
P19. Select the DirectX level. This action will refresh the shaders and then the radio buttons below, as well as the textures.
P20. List of commands available. A brief description of the command will appear in [26].
P21. Execute the selected command.
P22. List of textures available for the current shader of the selected DirectX level.
P23. Texture name for the selected radio button. It can be modified manually but the file should exists. A [browse] button is available on the right..
P24. List of CUBE maps available.
P25. Use this button to select a new CUBE reference file. See [EXTRA] for more informations.
P26. Message box. Will display commands description and some errors messages.
P27. Open the Material Editor on the current sub-material.
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