I think this is a good moment to point that out. Pay close attention to your normal vectors. If you don't do them correclty right away, you'll be fixing them later and eventually you will not find all the errors. This sill compromise lighting and ruin your great work. When I'm updating tracks with shaders for our league, I constantly run into meshes with bad normal vectors and I need to fix them. Look at the row of vertical bricks rightt above the doors - I believe you have full smoothig enabled there and you shouldn't Perhaps you're perfectly aware of that, but just in case I wanted to point out how importand proper normal vectors are. This track is very promising and It would be a shame if big picture would be spoiled with little things. Now let me just get my hands on unlocked CoreShaders.mas
Thanks for the advice. Actualy I saw that and I'm trying to solve this problems GMT converter has a few options to set this, 3dsmax too, so I need a while to learn this
I didn't think that you can export edited normals... Or do you mean to separate things by smoothing groups?
In GMT exporter you can set shading to "Facet" - this means flat shading. Should be enough for this case.
No you don't use facet shading. You fix the mesh. In max detach each smoothing group to a new element.
hi guys with the new option "max" in exporter. just make the smooth groups properly is enough no ? i think we don't need to detach all elements anymore.
Unless this has changed recently, the Max option requires more trilists, which obviously takes more time to process. I therefore recommend using Max normals if and only if the gMotor option can't produce the correct output. As an example: I've never had to use the Max option yet for TSOs. It is advisable to set up the smoothing groups correctly while you model an object, and detaching each smoothing group to a new element. It will result in better performance and the procedure doesn't take much time either (a matter of seconds at most if scripted in Maxscript). In other words, using the Max option is NOT a quick magic solution that fixes all problems for you. It comes at a price. So don't be lazy .
well, after made the smooth groups, detach them as element is not a real problem ^^ in my view it's better to have some smooth groups than more vertices but apparently i'm wrong
If the renderer can process a single trilist of 1000 tris faster three separate trilists of 200 tris each, then yes, detaching the smoothing groups and using the gMotor option is the way to go. The numbers are just random to explain the point that 1000 tris can be faster than 600. For the same reason, a 100 poly object with 100 materials (a unique material per poly) will require more time to process than a 10.000 poly object with only one material. Again, the numbers are just to prove the point .
Second stage of alpha testing is finished. I added new roads and grass textures. Overall progress: 49%