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Export Scripts - Part 9

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AuraPoly

  1. Rotate Texture

    This is for the ground mapping. Basically, when a part with this flag is rotated because it is on a tile, the engine knows to rotate the mapping coordinates back to the original position. This eliminates texture seams on floors and grass over tile edges.

  2. Render

    If render is on, then the part renders, if it is not then it doesn't. The geometry is still in memory though, it is not culled. Use this in conjunction with the shadows checkbox to make simpler shadow volume objects than the visible geometry.

  3. Shadow

    Make this object cast shadows or not. By default an object has this on, but when you apply an AuraPoly the default setting is off.

  4. Beaming

    For light-ray polygons… this is how we accomplished the light-rays in the forest tileset. They could not be made specifically for the tile, as the tile can rotate… so what we did instead is create a different kind of shadow where only the shadow volume is rendered at an alpha value and a specific colour. So to make the shadow volumes you make a group of simple triangles above the camera level, and assign this AuraPoly flag to it.

  1. Inherit Colour

    We do not use this. It's for when an object can be tinted to the same object tint that its parent has.

  2. Fading Tile Properties

    Our solution for objects blocking the camera view in the game is to fade out the geometry over a single storey. This happens on a per-tile basis. There are three parts that have to have certain flags for this to work, there's the fading geometry itself, the sides that have to face the next tile so that you can't see into the building when a neighboring tile fades, and the base plate that needs to come in so you can't see through the bottom of the building. Simply described, but it does amount to a fair amount of work. Again, these things are specific to tile creation, so they will be described with more detail in a document to do with tilesets.

  3. Dangly Mesh

    Was described earlier.

  4. Scale Factor

    We didn't make too much use of this in our exporting, but our engine does support a uniform scale factor that can be animated. As it is a simple solution you cannot see the effect that this procures in max, but it does work in the model viewer and the engine. We used this in the game to make the weapons scale to different sizes for different creatures.

  5. Transparency Hint

    As transparencies can be extremely costly to calculate from alpha values on a texture, we can give the engine priority values on transparent objects to let it know which are more important. If an object has a transparency hint of 1, then it will be rendered after a transparent object that has a value of 0. This does not take into consideration dynamic objects; it really is only good for static objects.

  6. Alpha

    A general alpha level for an entire object. Watch for sorting problems.

  7. Self-Illumination

    A colour self-illumination value that resembles the one that max uses.

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