Hello Rolfy!
Congratulations Man, really, it`s an awesome job.
Now i am beginning to export my level environments created in 3dsmax to fpsc, but as you are a true master in this technique, i would like to ask you some tips and tricks, maybe?
1- When slicing a terrain in 3dsmax, following your terrain tutorial that is on the community guide, you are using the slice plane modifier. But i find it very boring task, especially when you have a big terrain to slice it entirely. I mean, don`t you know some maxscprit or plugin that can do this slice automatically? I tried some scripts like "glid_slicer", "topPlaneslicer", "multi_slicer, all avaiable at scriptspot.com, but they did not work well.
2- On the video, when the character walks upon the trunk of the tree, is this trunk of the tree a part of the segment or is this an entity? And if the trunk of the tree is part of segment, so i can have any polygon mesh inside 1 unit of segment? Or i must have just a plane polygon mesh, like a floor segment?
3- Lets say that i have a floor (terrain), that i sliced it in 3dsmax, then exported each piece on segment creator to create the segment. But as i used baked textures, so each piece of the terrain will have it`s own texture. And when i import it on segment creator, how i will reaply the texture? Are the UVW coordinates preserved when i import the mesh in Segment Creator?
4- As i am using a plugin to bake textures (Flatiron), in the final it creates a kind of big texture map (various texture maps), and some objects share the same texture file, just with different UVW coordinates. When i import those meshes in Segment creator, i won`t lose the texture information?
I am asking those questions, because i am finding some difficulties using the Segment Creator, and also, because i see that you already mastered this technique.
Cheers,
007.
Goldenye 007 N64