Game Development Community

Added features to Doit! v0.9.0 for 3dsmax

by TheGasMan · in Artist Corner · 03/12/2009 (1:59 am) · 0 replies

I will make a blog about the changes and release the newer version in a day. This is basically to notify people of what I have been working on for the next release.
My last blog about Doit!

- Added a 1-click orc compatible rig and nodes selection!
-----> 1 click will create an Orc compatible biped and all needed nodes. ..just rig a mesh and export ! (lod settings require 1 more button click! [the reworked 'LODME' button])

- Added a 'Nodes menu' that contains node-setups for:
-----> Weapon, player and vehicle.

- Added BB::, BBZ:: and SORT:: selections.
-----> These selections will append an object's name to the chosen setting. CrazyGlueTube2 + CLICKon 'BB::' = BB::CrazyGlueTube2

- Added Cell-Shade_trick it selection. Duplicates selected mesh, flips the faces and scales-up the object a small percentage.(actually uses 'push' modifier)

- Added a Note and Reminder features.
-----> You can write your ideas/thoughts to a text file that opens in 1 click. Save+Close, open in a click! Your notes stay safe in the 'Doit!' directory!
-----> The Reminder selections are example datablocks that open in the max text editor for you to copy&paste or review in a time of need.

- Added Hierarchy selections so you can link objects to Start01 or Base01 without hassle. A selection for 'Remove all linking' as well!

- Fixed: The Box-trick no longer alters uvmapping. The pivot of the chosen object will not move. (Working on keeping layer info.)

- Re-worked the 'LODME' button so it will automatically set 8 levels of detail for player setups, links the details to the 'Bip01' and adds the Multires information to the Mesh-object properties for 8 detail levels!!!
**Eliminating the need for the lodgui and those steps for MULTIRES percentage settings in each of the 2 meshes!!!**
(I would still keep the lodgui on hand for adjustments if needed)

//---------------------------------------------------------------------------------------
The main goal for this release was to make "player exporting" as painless as possible:
1. You make a human-like character mesh.
2. You add the orc compatible biped/rig and nodes with 1 click!
3. You rig the mesh to the biped.
4. You select the mesh and click Doit!'s "LODME".
4b. Save the max file to the directory with the orc's .cfg file
5. Export, unmessDTS and use in game!

----- Doit! removes 8.5 tons out of the 10 ton workload! -----

P.S. Written while I was half asleep. zzzZZZzzzzZZZZZ