Docs:Creating a scene in Maya

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(Exporting geometry from Maya.)
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===Simple Shader Setup=== ===Simple Shader Setup===
<div style="text-align:center;"> <div style="text-align:center;">
-<flash>file=Docs_basic_02_simple_shader_setup_in_maya.swf|width=800|height=619|quality=medium|menu=false</flash>+<flash>file=movie_02.swf|width=800|height=620|quality=medium|menu=false</flash>
</div> </div>
==Exporting geometry from Maya== ==Exporting geometry from Maya==
-This [[Docs:Creating Multiplayer map#Importing to LevelEditor's library.|Video Tutorial]] will guide you through the exporting process.+This [[Docs:Creating a multi-player map#Importing to LevelEditor's library.|Video Tutorial]] will guide you through the exporting process.
In case when xrayMaya_export doesn't export objects, check for errors and fix them. In case when xrayMaya_export doesn't export objects, check for errors and fix them.
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[[image: Docs_maya_cleanup.jpg|Cleanup settings|center|frame|Cleanup settings]] [[image: Docs_maya_cleanup.jpg|Cleanup settings|center|frame|Cleanup settings]]
[[Category:MOD SDK official help|{{PAGENAME}}]] [[Category:MOD SDK official help|{{PAGENAME}}]]
-[[ru:Docs:Creating a scene in Maya]]+<!-- DO NOT EDIT LINKS STERTING AS ru: !!! -->
 +[[ru:Docs:Создание сцены в Maya]]

Current revision

Contents

Modelling

  • The entire geometry must be created in real-world sizes (if the table in the real life is 1 meter high, it must be created 1 meter high in Maya)
  • Character's bounding box has three states: standing (1.8х0.7х0.7 in meters), sitting (1.5х0.7х0.7 in meters) and crouching (1.2х0.7х0.7 in meters).
  • The entire level must be not larger than 150 thousand triangles.
outliner screenshot
outliner screenshot
  • The scene must consist of groups. The name of the group is composed according to the principle: mp_levelname_geometryname. For example, there are the following groups in our test scene: mp_atp_terrain, mp_atp_buildings. The group may have both one object, and several of them. The names of the objects inside the group must by no means coincide with the name of the group.

The names within one group must be unique.

mp_atp_terrain - game landscape
mp_atp_terrain - game landscape
mp_atp_buildings - game geometry
mp_atp_buildings - game geometry
  • Object's shape must contain the correct name. It's composed according to the principle: object - objectname, shape - objectnameShape.
Objects' names in Maya
Objects' names in Maya

Texturing

General

Apart from the texture, the X-ray shader uses the setting that consists of three parts - Engine, Compiler, Material.

  • Engine - displays texture on the game engine.
  • Compiler - used on level compilation.
  • Material - game material (wallmarks, sound etc.).
list of available shaders
list of available shaders

Shaders descritpion

Engine
Shaders for static objects
default Main lightmap shader.
def_vertex Main vertex shader.
def_aref Transparency. alpha test - aref (without gradients).
def_trans Transparency. alpha test - trans (with gradients).
selflight Self-luminous material.
Shaders for dynamic objects
models/model Main shader.
models/antigas_glass Shader with CubeMap reflection - variant 1.
models/artefact Shader with CubeMap reflection - variant 2.
models/artefact2 Shader with CubeMap reflection - variant 3.
models/model_fur Прозрачность. alpha test - aref (без градиентов).
models/lightplanes Самосветящийся материал с прозрач. и с эффектом falloff.
models/model_aref Transparency. alpha test - aref (without gradients).
models/pautina Self-luminous material with transparency and with falloff effect.
models/selflight Main self-luminous material.
models/selflightl Self-luminous material with lesser intensity.
models/transparent Transparency.
models/weapons Shader with CubeMap reflection - variant 4.
models/window Translucent shader with CubeMap reflection.
effects/water Pure water shader.
effects/waterstuden Bog shader.
effects/waterryaska Duckweed shader.
terrain/asfalt Terrain shader, asphalt.
terrain/grass Terrain shader, grass.
terrain/sand Terrain shader, ground.
Compiler
default Main lightmap shader.
def_vertex Main vertex shader.
def_ghost Lightmap shader without collision.
def_kolizion_vertex Special shader of invisible geometry.
Material
Game shaders for static objects
default Main material.
material/asphalt Asphalt material.
material/bricks Brickwork material.
material/bush Bush material.
material/cloth Cloth material.
material/concrete Concrete material.
material/death Character-killing material.
material/dirt Viscous mud material.
material/earth Ground material.
material/fake Invisible material confining character’s movement.
material/fake_ladders Invisible staircase plane.
material/flooring_tile Glazed tile material.
material/glass Glass material.
material/grass Grass material (used on terrain texture).
material/gravel Gravel material.
material/metal Massive, impenetrable metal material.
material/metall_pipe Metal pipe material.
material/metal_plate Sheet, penetrable metal.
material/sand Sand material.
material/setka_rabica Metal lath material.
material/shifer Slate and felt material.
material/stucco Plasterwork material.
material/tin Tin material.
material/tree_trunk Tree truck material.
material/water Water material.
material/wood Thick, wooden workpiece.
material/wooden_board Wooden board material.
Game shaders for dynamic objects
default_object Main material.
objects/barrel Barrel material.
objects/bottle Small glass material.
objects/bullet Bullet material.
objects/car_cabine Cab material.
objects/car_wheel Tires material.
objects/clothes Cloth material.
objects/concrete_box Concrete material.
objects/dead_body Dead body material.
objects/fuel_can Fuel can material.
objects/glass Glass material.
objects/knife Knife material.
objects/large_furnitura Wooden workpiece material.
objects/large_metal_trash Massive metal material.
objects/large_weapon Machine-guns material.
objects/metal_box Sheet metal material.
objects/monster_body Dead monsters material.
objects/small_box Small metal objects material.
objects/small_metal_trash Small metal junk material.
objects/small_weapon Pistols material.
objects/tin_can Tin material.
X-ray shader in Maya
X-ray shader in Maya

X-Ray Shader Presets for static objects

Terrain Grass
Double-sided no
Engine levels/mp_atp_grass
Compiler default
Material material/grass
Terrain Sand
Double-sided no
Engine levels/mp_atp_sand
Compiler default
Material material/earth
Terrain Asphalt
Double-sidedno
Enginelevels/mp_atp_asfalt
Compilerdefault
Materialmaterial/asphalt
Penetrable metal plate
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/metal_plate
Transparent metal lath
Double-sidedyes
Enginedef_aref
Compilerdefault
Materialmaterial/setka_rabica
Ordinary metal surface
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/metal
Wooden boards
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/wooden_board
Thick wooden workpieces
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/wood
Concrete
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/concrete
Brickwork
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/bricks
Slate, felt
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/shifer
Plasterwork
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/stucco
Earth mound
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/earth
Invisible plane, indicating the staircase
Double-sidedno
Enginedef_vertex
Compilerdef_kolizion_vertex
Materialmaterial/fake_ladders
Invisible plane, restricting the character's movement
Double-sidedyes
Enginedef_vertex
Compilerdef_kolizion_vertex
Materialmaterial/fake
Breakable glass
Double-sidedyes
Enginemodels/window
Compilerdef_vertex
Materialobjects/glass
Water
Double-sidedno
Engineeffects/water
Compilerdef_vertex
Materialmaterial/water

Simple Shader Setup

Exporting geometry from Maya

This Video Tutorial will guide you through the exporting process.

In case when xrayMaya_export doesn't export objects, check for errors and fix them.

The following are considered to be errors for xrayMaya_export:

  • Incorrect texture coordinates (stretched textures).
  • 0 (zero) square meters polygon.
  • Long thin triangles.
  • Not adhered points positioned in the same place etc.
Cleanup settings
Cleanup settings
Personal tools
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