There are a number of supported CS properties that you can set in 3dsmax. Some are based on the naming convention others are defined as properties of the object in 3dsmax. To set a property in 3dsmax just select the object and right-click to open the object menu. Select "Properties...", then the tab "User Defined". In that window you can add the properties of the object. Be sure to use same case, properties are case sensitive.
title | description | options | defaults |
Smooth | Changes lightmap so the object will appear more round, if the object
is not exposed to a light, it will not look rounded. Default is no smooth. You can activate that with: |
|
NO |
No Shadows: |
Sprites don't cast shadow. Static objects normally cast shadows. You can
disable shadows on static objects using that setting. Default is casting
shadows. |
|
YES |
Lighting: |
Static objects are normally lit by the surrounding lights. You can disable
this and have the object shine by himself. Default is to be affected by
external lighting. |
|
YES |
Collision Detection: |
Normally you can't pass through objects, they will collide with other
objects and stop them. You can disable collision detection so you can move
through it. Default is collision detection yes. |
|
YES |
Invisible faces: |
You can set some faces to be invisible in CS. Imagine you have a box, but you want 1 face to be invisible. You can surely remove that face, but it seems that Dynavis works better if you keep that face and set it as invisible. So Dynavis will consider the object closed, and you will have the same visual effect. To set a face as invisible, create a new material with texture "csinvisible.tga" (this IS case-sensitive) and assign it to the faces you want to be invisible. | Those faces will be flagged as LIGHTING=no and INVISIBLE=yes. | NA |
Transparency: |
WARNING 1: All polygons of the object should have alpha texture, you cannot have one object with one alpha texture and another non-alpha texture. WARNING 2: if the object is a genmesh or thingmesh, then you should not name it _f_t_ or _g_t_ because that's not supported. Name it _f_ or _g_ as usual and then add a property TRASPARENT on it. If an object has a transparent texture, CS must be aware of that. To give this information to CS you have to name all transparent objects with a "_t_" prefix. Example: _t_glass01. This is the name of Max object. There is no problem in setting a different name for the texture. |
Only for thingmesh and genmesh: |
NO |
Transparency, Multiple: | If the object is made of many plane, some of which can be seen as overlapping by the player (like two parallel planes one after the other). Used for trees for example. Remember that triangles cannot intersect, if you need a intersecting planes, just split the plane into triangles along the intersections. | Only for genmesh: TRANSPMULTIPLE=yes |
NO |
Sky: |
Sky objects must have a different rendering priority in CS, to set an object as a sky object (like the bounding box of your level) name it with prefix "_sky_". Example: _sky_box01. | ||
Disable Culing: |
If you set this property to off the object will not be considered for
visibility culling purposes. Default is on.
|
|
YES |
Only for Culling: |
If you set this property the object will be used only for culling purposes,
so the object will be invisible.
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NO |
Next: Genmeshes