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Zurück Downloads 3DSMax Files Neverwinter Export Scripts Online Documentation Export Scripts - Part 6
Export Scripts - Part 6
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Advanced Materials
Our scripts only acknowledge a few things from the Materials Editor window. Everything else is handled either in the
form of AuraPoly information, a .txi file associated with the texture or in-game where some settings get over-ridden.
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Materials Editor
Simply put, there are only two things that should be read from this area. The first is the actual texture name and
location.
The second is the diffuse colour. We can use this colour to tint the lighting of an object, which is useful in many cases.
It should be noted that if you use this tinting as an actual colour changer (which we did), dynamic lights can still bring
it up to its full value… e.g., if you want to have a dark wood using a lighter wood texture, this is fine, except that if a
player walks by with a torch, he will make it look like a light wood colour again. For the most part, this is not
noticeable though.
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AuraPoly
The two main things to look for in the AuraPoly modifier are the Alpha value spinner and the self-illumination colour.
The alpha value (per part) is just what you'd expect (1 being opaque and 0 being transparent), as is the self-
illumination colour.
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TXI's
The theory behind the .txi system is to attach properties especially to a certain texture. When a texture is loaded into
the game, it looks for an accompanying .txi file (from either the resources or the override directory). This file will be
recognized by having the exact same name as the texture, merely having the different extension of txi. For example,
when the game loads "ttr01_crystal01.tga", it will look for a txi called "ttr01_crystal01.txi", and then load it. If it
doesn't find one, it simply loads the texture by itself. Inside the file can be one (or more) of many attributes you can
give to a texture. We have an Example.txi file which should be in the directory somewhere to show you all the
different things you can do in them. I hope it makes enough sense! This is where we achieve effects like texture
warping for water and lava, environment mapping effects, animating textures, etc…
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In-Game Settings
Do keep in mind that some settings have been hard-coded, like bumpy-shiny water values. If the game isn't showing
you what you think it should, there's always the chance there are some things it might like to take over… for instance
it will scale your textures dynamically if you exceed texture memory sizes for your card. I can't think of anything else
off-hand, but I'm sure you may run into something.
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