Additional informations
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Custom files |
Some files can be modified/created manually with a basic text editor. This feature is available for the ISI dynamic materials list as well as the Cube files. You can create several Cube files and browse them when needed. Look at the sample provided to understand the very simple syntax we used.
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Available commands |
Deactivate/activate auto-assign for all Dx : by selecting/unselecting this command, the textures loaded for one DirectX level can be automatically loaded to other levels or not. Of course, those operations are done depending of the shaders selected for other levels.
Copy current textures to all Dx : copy the textures of current level to other DirectX level, depending of the shaders.
Copy T1 to other textures : This command will copy all settings (except textures name obviously) of T1 shader to other shaders (except cube). Please note that the field won't be copied because 3DSMax is crashing when doing that. A message will be displayed in the [26] message box to warn you when the fields are different between 2 shaderS.
Create DirectX levels : copy everything from selected DirectX level to other levels, including textures nams. Once again, the field won't be copied and a message will be displayed if a diference is discovered. If no valid shader is selected for other DirectX levels, no operation will be executed.
Batch commands : launch the batch command panel described below.
Deactivate/activate auto-completion for animation : by selecting/unselecting this command, the texture loaded in T1 slot can be used for animation name (if the animation radio button is selected).
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Limitations |
The #24 slot of Material Editor is used as a temporary material to build GMotor stuff. Please don't use this slot or you should loose your work.
field can't be copied through a script except if the Material Editor is opened on the good shader. A message is displayed when a difference is detected between some levels or shaders.
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Batch command panel |
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Sub-material selection |
P1. List of sub-materials available in the current material.
P2. List of sub-materials to be modified by the batch processing.
P3. Set of buttons that may be used to select/unselect the sub-materials.
P4. List of all sub-materials classes.
P5. Add all the sub-materials with the selected class [4] to the list [2].
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Commands |
P6. List of all commands already available.
P7. List of all commands to be processed
P8. Set of buttons that may be used to select/unselect the commands.
P9. Selection of the reference material.
P10. Start the batch processing.
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How it works |
The settings selected in [7] will be copied from the reference sub-material [9] to all sub-materials selected in [2].
Several commands can be run at the same time, except for the [Specular/Alpha] command (see below).
A message will be displayed when the processing ends.
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Case of the [Specular/Alpha] command |
The specular/alpha settings can't be accessed through a script (or at least, we didn't manage how to do).
This limitation have been workarounded here through a reverse way that may cause sub-materials alteration.
All other commands are based on a simple copy of selected settings.
This one is executed in a reverse way, by backuping the target material, copying the reference sub-material and then restoring all settings.
As some settings can't be restored, some precautions need to be respected to avoid data losses.
- This command can only be run in standalone because the processing is different of other commands.
- The selection of this command will deactivate every former commands selection.
- the shaders used by the target and the reference sub-materials must be the same. No verification is done to not slow down the process.
- the [RenderTarget] field can be overwritten, simply because it can't be restored without crashing 3DSMax. No warning message is displayed.
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