User manual

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.

  • 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.

  • 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 -.

  • 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.