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lightcubeCustomer
Thanks Yuri. I would be ecstatic if you could implement the methods described in my email as it would make setting up game functions easier (and I’ve already implemented those properties and methods into my tools in hopeful anticipation).
As for using the generic user defined data (which I did not consider in script I sent), I’d suggest making a requirement to prefix the user prop variables such:
iVerge3d_% = intVal
fVerge3d_% = floatVal
bVerge3d_% = boolVal
Etc.The reason being is that userprop data has no consistent data types.
So in userprop you would see:
iVerge3d_Hitpoints = 24
iVerge3d_Age = 42
fVerge3d_Speed = 55.4
bVerge3d_IsCool = true
isOn = 0
isWall = false
randomInfo = Don’t PanicIn this case only the first four would export. Maybe an optional value for exporting ALL userprop data. Having the user control what variables are exported will ensure they don’t export any sensitive information that they didn’t expect.
Also, the isOn param you can see is ambiguous. Did user mean Integer or Boolean? So if the optional ALL data is used, you’ll have to figure a method of smartly choosing data type.
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Shawn Olson
Developer of Wall WormlightcubeCustomerExcellent. Thank you.
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Shawn Olson
Developer of Wall WormlightcubeCustomerThanks Alexander. I understand that supporting any/all DX Shaders may be too much. But I think that it wouldn’t be too much to support at least the specific one that Max defaults to as it is similar enough to the parameters supported with a Standard material.
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Shawn Olson
Developer of Wall WormlightcubeCustomerI see.
One thing I’d like to see is support for converting these materials when exported:
- Blend Material
- DirectX Shader using the StandardFX11.fx that comes with Max.
It would be nice if the converter could at least turn these two types into OpenGL shaders .
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Shawn Olson
Developer of Wall WormlightcubeCustomer_________________
Shawn Olson
Developer of Wall Worm -
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