One of the buttons on the toolbar(or on the top dropdown menus) on the right has an option for create bones. Simple place them, size them, and name them. Then they will be there when you export to .alo
I just get 1 answer and immediately have 2 new questions :) 1) OK, I made bones, but how to attach a texture file? I've already hexedited some files because of texture problems, but I only had to replace filenames in them. Now if I try to hexedit this new alo file, I don't know where to add the texture file name. 2) I added a new capital ship to the rebels, and it works fine in skirmish, but not available in GC. I suppose it's because I haven't added it to the list where R2 and C3PO steals new units from. Am I right or not? Do you know how can I solve this? thx for help!
Press "m" to bring up the texture editor, then select one of the "Spheres". Your gonna then hit the default button, when the next menu comes up select "direct x shader". Then find where you can select the .fx file, select meshgloss.fx as your shader, then select your texture. You can then export it to .alo Ps- You need the ALO plugin for max in the Plugins folder, and the .fx files that came with the map Editor in the maps\fx folder. For question 2, if that is the case, where it says in the xml, is locked, or can be unlocked by slicer, put "no". If that doesn't work make sure it has a build time, and build cost. Make sure the tech level is correct, and required star base, groundbase, and required structures is all there. Sorry, also . Just copy the build information from another starship at the tech level you want it.
Second one is solved.. But I just cannot make the 1.one! I have the plugin and the fx files, but when I select that "sphere" in the material editor, I can't find your default button! Would you please... :) (I have max 8, if it's important)
Sorry, I replied from memory, and gave you wrong information. Here you go..... You'll need to assign your main mesh with a meshgloss.fx, or if you have a bump map you'll use meshbumpcolorize.fx. Make a collision mesh which is similar to your main mesh, but less polys, and apply the meshcollision.fx. Make a shadow mesh basically the same shape as your main mesh without "holes", and apply the meshshadow.fx. If you created a shield mesh, apply the meshshield.fx. Before you export you need to open the alamo tools(rightside menu, utilities(the hammer)), then select "more", and open the alamo tools. Then for your collision mesh, and shield mesh, check the boxes for collision, and hidden. Everything else will not be a collision mesh, or will be hidden. The bones will be hidden by default. EDIT: Sorry forgot to tell you engine meshes(mesh that the engine particle will be attached to) are also hidden. If you have a question about this the "Aloviewer" is such a great tool, because now you know the basics you can open up a Petro model to see how it was rigged. Open up the details of the model in the viewer, then select the meshcollision, or a shield, and it will show you how Petro rigged it.
thank you very very much for your help, but some things just don't happen in the way they should, there is no default material, directx 9 shader is on the incompatible list, if I select it there is no line, where I could select the fx file and so on. I also do not have a texture file, which would be good for EAW, just for Max and I can't make it. Now it's the time to give up this, until someone sits next to me and shows how to do it :) thx once more
hammerlord;4280490thank you very very much for your help, but some things just don't happen in the way they should, there is no default material, directx 9 shader is on the incompatible list, if I select it there is no line, where I could select the fx file and so on. I also do not have a texture file, which would be good for EAW, just for Max and I can't make it. Now it's the time to give up this, until someone sits next to me and shows how to do it :) thx once more
Don't give up yet! Do you have the plugin in the plugin folder, or maybe the stdplug folder? Put the .fx files where you can find them. Ok, look at my picture again, where it says "01 - default", look to the right it says "standard" click on that it will bring up the "material browser." Can you get that far?
Ok than :) I open the model, go to material editor, there is about 20-25 spheres, I select one of them (material #29, there is no default), than click standard, list comes up, but I have to select "incompatible" on the left to make directX 9 shader available, than I select it, and a question comes up: discard old material or keep it as sub-material? I tried both of them, the result is the same: Software render style comes up and there is only one button with "material #29 (standard)" on it. I click on it and it seems to me that everything starts from the 1. step.