I noticed on the mbdevteam Tutorial page (that someone here mentioned)
a statement at the bottom that the GMT Wizard v1.17 and ModdingMax v1.07 plugins are "Only for R7 and R8". http://www.mbdevteam.com/download/Tutorials/index.html
Since they are based on the ISI toolset which now supports up to MAX 2010, I was hoping that someone using 2010 has had some success with these Virtua_LM plugins (?). [But since Hope isn't a good software strategy.... I thought I'd ask.]
And... (of course) some other curiosities:
1. In Max, when cloning things, it asks you if you want to make a 'copy' or 'instance' (not sure of the exact wording... I don't have that machine on). Seems as though an instance would be more memory efficient. When track building in Max for rF, which should you use?
2. I got my pit garage model to export to Viewer with a Bump Cube Spec T1 Alpha Reflect shader. Looks much better (thanks to all the g'day dna for the help), but still don't see variation when messing with the Blend control on the cube texture stage rollout.... Maybe I don't have something else set correctly (?) -- However -- I can see the cube map reflecting in the gMot Viewer, and can adjust how much it does via the T1 alpha channel (which is DXT 5 interp. alpha export from Ps). Shouldn't I see noticeable changes when messing with the Blend control in Max?
3. On the cube texture stage in Max, I saw some radio buttons below on the rollout that seemed to allow changing to 'Environment Maps'. Anyone know: if, how, and / or when to use this?
4. Haven't tried this yet, but is it possible to Save UV maps, then collapse the Unwrap UVW modifier and edit poly .... then move some vertexes in the editpoly model.... reapply an Unwrap UVW modifier, and then load the (previously saved) UV maps without having to remap everything? Can you just remap the faces that moved? [Any easier way to alter the model without losing all the other faces mapping?]
5. Do the alpha channels in the Bump and Spec textures do anything? Ok to be DXT3 exported from Ps?
6. Other than "they work together", is there any more concise explanation of what the color swatch and spec power control do -- Versus -- altering the grayscale and / or hue of the Spec texture? [not clear on what to look for.. and what does what on each]
Other than watching Raikkonen race a Nascar Truck (Charlotte, May 20), I'm dedicated to bringing this huge track into Max this month. Thought I'd better ask about the Virtua LM stuff first. Everything else is starting to make sense now.... so it's time to dig the hole a bit deeper...
Thanks again.... as usual, all help appreciated..
a statement at the bottom that the GMT Wizard v1.17 and ModdingMax v1.07 plugins are "Only for R7 and R8". http://www.mbdevteam.com/download/Tutorials/index.html
Since they are based on the ISI toolset which now supports up to MAX 2010, I was hoping that someone using 2010 has had some success with these Virtua_LM plugins (?). [But since Hope isn't a good software strategy.... I thought I'd ask.]
And... (of course) some other curiosities:
1. In Max, when cloning things, it asks you if you want to make a 'copy' or 'instance' (not sure of the exact wording... I don't have that machine on). Seems as though an instance would be more memory efficient. When track building in Max for rF, which should you use?
2. I got my pit garage model to export to Viewer with a Bump Cube Spec T1 Alpha Reflect shader. Looks much better (thanks to all the g'day dna for the help), but still don't see variation when messing with the Blend control on the cube texture stage rollout.... Maybe I don't have something else set correctly (?) -- However -- I can see the cube map reflecting in the gMot Viewer, and can adjust how much it does via the T1 alpha channel (which is DXT 5 interp. alpha export from Ps). Shouldn't I see noticeable changes when messing with the Blend control in Max?
3. On the cube texture stage in Max, I saw some radio buttons below on the rollout that seemed to allow changing to 'Environment Maps'. Anyone know: if, how, and / or when to use this?
4. Haven't tried this yet, but is it possible to Save UV maps, then collapse the Unwrap UVW modifier and edit poly .... then move some vertexes in the editpoly model.... reapply an Unwrap UVW modifier, and then load the (previously saved) UV maps without having to remap everything? Can you just remap the faces that moved? [Any easier way to alter the model without losing all the other faces mapping?]
5. Do the alpha channels in the Bump and Spec textures do anything? Ok to be DXT3 exported from Ps?
6. Other than "they work together", is there any more concise explanation of what the color swatch and spec power control do -- Versus -- altering the grayscale and / or hue of the Spec texture? [not clear on what to look for.. and what does what on each]
Other than watching Raikkonen race a Nascar Truck (Charlotte, May 20), I'm dedicated to bringing this huge track into Max this month. Thought I'd better ask about the Virtua LM stuff first. Everything else is starting to make sense now.... so it's time to dig the hole a bit deeper...
Thanks again.... as usual, all help appreciated..