I am currently making a scene in 3DS max consisting of a terrain with some
trees on it (made from the AEC extended menu built into Max), it looks ok in
Max, but when i try to export it to shockwave and import it into director, the
only parts of the trees i get are the trunks! Which just looks total rubbish...
I have been struggling with this for days, i have tried different options in
the export, as well as converting the trees to different object types (poly
etc) but nothing seems to work!
Has anyone got any ideas on what i can do to get the trees looking the same as
they are in Max?
Thanks in advance
Sam
It sounds like you might be having some z-fighting with the textures.
Are you using the Unwrap Modifier to texture your trees with a map containing
an alpha? If that's the case try breaking up the map into two seperate maps,
one containing the trunk with no alpha, and one containing the leaves with the
alpha. Then select only the trunk faces and apply the trunk map, and select
only the leaves faces and apply the leaves map. Then try exporting and see if
that helps.
Steve
It pardons my English is translated with google. The problem is, that the
format w3d, passes all the control to shocwave, lights, objects, Safe etc. that
what happens to you is that you do not see the leaves, if you create movement
and you move around to his and sides that if there are leaves, which happens is
that they are flat, are single by its faces with normal.
THE SOLUTION I DO NOT KNOW IT
It sounds like you are using the "Force 2 sided shader setting in Max,
Always model for shockwave using just one sided viewing, and duplicate faces
with theit normals flipped, if necessary.
You can set a model's "visibility" property to #both thus:
"member("mymember"). model("mymodel").visibility=#both"
but I don't reccomend it, as most interactivity, including collisions and
ray-casting will be easier if the objets that you are seeing are also the
objects that will respond to these in a predictable way.
As a note, I'd avoid transparent images in Shockwave, as the renderer will get
wierd on you, and higher polygon objects without transparency are less likely
to do your head in than low poly with aplha mps.
Cheers,
James (www.gamevial.com )
Also, when you export it, you can get a list of all the problems that
the exporter encountered. That will usually tell you where the problems
are.