I don't think you can... Maybe switch back to something that mimics max unit set up, and scale correct the final object on export? Could probably be easily scripted.
i think it was initially called "bff" back from five and you could save your max 5 files into scripts and run those in max4, not sure if he worked further on it
Why do you need Terrains? You might be just fine with using meshes, and creating LODs for them. This kind of work, converting many objects, is a good reason to learn scripting.
could be wrong, but don't you have to be registered with microsoft as an oem distributor to install the oem software? i've never taken that route, but yeah........... http://oem.microsoft.com/script/contentPage.aspx?pageid=2
I just used this technique, baked it out, then painted over inset areas that wouldn't get chips. Maybe a variant on the Pits and Peaks script would work for finding the edges better?
[ QUOTE ] http://boards.polycount.net/showflat.php?Cat=0&Number=239531&page=0&vc=1#Post239531 [/ QUOTE ] Thanks for that link, been looking for something like his silhouette script.
worked out a quick of proof of concept in maya with nCloth and some existing scripts. Currently makes too many joints, but could be pruned down to a lighter cage with a little more work.
I never noticed preferential treatment for diffuse, but if you're seeing this you could try a script. There's one called Reload Bitmaps that does it, I think made by Blur, can't remember.
oOOOoo. *Copies to Note Pad, first, and saves* I think I will give this a tray, so the usage is to, in a new scen, run the script, then import the animation file, and then render? Scott Scott