Version 0.7 Last Modified 29th July 2002

Reminders

Vertex Colors: These offer a way to achieve shading without bmp's, colours can be assigned to vertices and give a sense of depth perception, they improve model quality considerably.  To see Vertex colors in Max you must enable them by right clicking on the object, selecting properties and enabling the vertex color checkbox.  The "Shading" button enables automatic object shading (but only in max!!), vertex colors can be used with some success to apply static lighting to your model in Max.

.ASE: Ascii Scene Export file (ASE2PRM, ASE2W, ASE2VIS and ASE2TAZ support the version 2.00 ASE exporter from 3dStudio Max.

ENV (Environment) mapping:  It is enabled by default in -ali, to turn it off in -ali you must change the Specular Color of a polygons material to < 5% RGB.  ENV mapping is turned off by default in -morph, and is enabled by applying smoothing group 30, when it is enabled the ENV character is taken from the specular color of the material applied to a particular polygon.

SG's (Smoothing Groups):  These are applied to polygons using a number panel within the Edit_Mesh modifier they control some of the advanced features of the ASE Tools, they are only activated by using either the -ali and -morph command line switches.  SG's are automatically applied to objects on creation, you should clear these assignments before adding your own.

Grip Point:  The created instance's local coordinate origin. When you insert an instance with the in-game editor, you see a small coloured coordinate-triplet representing the grip point; this is the base point for moving/rotating.

Contents Page