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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Maxscript extensions in Renx(coolfile & flyby!)

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-13-2004, 10:08 PM   #1 (permalink)
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Default Maxscript extensions in Renx(coolfile & flyby!)

I want to make a list of maxscript extensions(and what they do) in the renx plugin.

executing apropos "ww" in Renx yields the following extensions:

Code:
WWSkin (const MAXClass): WWSkin
WWSkinSpaceWarp (const MAXClass): WWSkinSpaceWarp
wwInputBox (const Primitive): wwInputBox()
wwGetAbsolutePath (const Primitive): wwGetAbsolutePath()
wwDuplicateSkinWSM (const Primitive): wwDuplicateSkinWSM()
wwCopySkinInfo (const Primitive): wwCopySkinInfo()
wwFindSkinNode (const Primitive): wwFindSkinNode()
wwSceneSetup (const Primitive): wwSceneSetup()
wwExportTreeSettings (const Primitive): wwExportTreeSettings()
wwGetHierarchyFile (const Primitive): wwGetHierarchyFile()
wwSetOriginAppData (const Primitive): wwSetOriginAppData()
wwCopyAppData (const Primitive): wwCopyAppData()
OK
I figure that running apropos "" in both Renx and standard Gmax, and then comparing the results, I will get a complete list.Only thing at the moment is I dont know a way to automate the comparison process, and there is no way Im doing it manually.

coolfile and flyby, if you have any information that you feel will contribute to a database of Maxscript extensions in Renx, then please post it here.It would be nice if we could make some new tools for making working with Renx a little easier.
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Old 12-14-2004, 04:43 AM   #2 (permalink)
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I haven't anything useful for you since the Info I have isn't more than yours. It would be great if you find out the properties of the w3d material. the only thing I know is that it can be created by the following code.
Code:
m = w3d name:"Renegade Mtl #0"
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Old 12-14-2004, 04:40 PM   #3 (permalink)
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Do you mean how to apply materials via maxscript, or how to read a w3d file for materials?
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Old 12-15-2004, 03:06 AM   #4 (permalink)
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the first. to create a w3d material via maxscript. it is very easy the apply the material to a object.
Code:
m = w3d name:"Renegade Mtl #0"
someobj.material = m
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Old 12-15-2004, 03:43 AM   #5 (permalink)
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ok, Ive been doing some looking through gmax2w3d.dle

While searching through the document for "material" I came across the following line:
Code:
F:\Projects\Renegade\Code\Tools\max2w3d\FormClass.cpp   FORMCLASS   MaterialNavNotify   Launch  SetMultiMaterialTabBySlot   SubMtlTexIndex  SetMaterialTabBySlot    SetMultiMaterialBySlot  Element SetMaterialBySlot   slot    GameMaps    Animatable
I tested the first entry, MaterialNavNotify, in the listener.It returned <Interface:MaterialNavNotify>

I checked for these entries in the script gMaterielEDNotifyOnly.ms installed by renx.I looked at how they were used in the script, and did some tests in the listener.

MaterialNavNotify.Launch()
OK
MaterialNavNotify.SetMultiMaterialTabBySlot()
-- Argument count error: SetMultiMaterialTabBySlot wanted 3, got 0
MaterialNavNotify.SetMultiMaterialTabBySlot 1 2 3
OK

The third entry (MaterialNavNotify.SetMultiMaterialTabBySlot 1 2 3) opened up the Renegade Material Editor on the screen

I plan to look into this some more, I hope it helps you in the meantime.
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Old 12-15-2004, 05:03 AM   #6 (permalink)
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it isn't much helpful. it is only a function to call up the Renegade Material Editor window. I do more care for how to set the texture filename(s) in w3d material and so on.
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Old 12-15-2004, 08:29 AM   #7 (permalink)
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heh, I meant helpful as in a place to start looking, I had much more important things to do - mainly crushing my friend in BFME

Ill have a bit more of a poke around the .dle now
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Old 12-15-2004, 07:47 PM   #8 (permalink)
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Ok, after comparing the notepad filesize of the results of apropos "" for both gmax and renx, the difference is 917 bytes.

Ive only been able to find 764 bytes.Apart from what ive already posted, and the W3D command you posted, Ive only been able to find one new one - W3D_Tools
Code:
WWSkin (const MAXClass): WWSkin
WWSkinSpaceWarp (const MAXClass): WWSkinSpaceWarp
wwInputBox (const Primitive): wwInputBox()
wwGetAbsolutePath (const Primitive): wwGetAbsolutePath()
wwDuplicateSkinWSM (const Primitive): wwDuplicateSkinWSM()
wwCopySkinInfo (const Primitive): wwCopySkinInfo()
wwFindSkinNode (const Primitive): wwFindSkinNode()
wwSceneSetup (const Primitive): wwSceneSetup()
wwExportTreeSettings (const Primitive): wwExportTreeSettings()
wwGetHierarchyFile (const Primitive): wwGetHierarchyFile()
wwSetOriginAppData (const Primitive): wwSetOriginAppData()
wwCopyAppData (const Primitive): wwCopyAppData()
W3D (const MAXClass): W3D
W3D_Tools (const MAXClass): W3D_Tools
MaterialNavNotify (const Interface): <Interface:MaterialNavNotify>
So somehwere in my renx apropos file is 153 characters of stuff(approx. 3 lines) added by RenX which Im yet to locate.The RenX apropos file is 155,158 bytes - so I need some kind of app that can compare the files for me and locate the unique entries in it.WHat use it may be I can only guess...

I am wondering, how did you figure out how to read the w3d file properties? Because if you can read the materials, even if it cant be automatically assigned in renx, a notification could be popped up telling what meshes use what material settings, so that people could replicate the correct materials if they wish to edit a unit, or to copy an effect.
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Old 12-15-2004, 08:06 PM   #9 (permalink)
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Quote:
Originally Posted by key0p";p=&quot View Post
a notification could be popped up telling what meshes use what material settings, so that people could replicate the correct materials if they wish to edit a unit, or to copy an effect.
yeah, it is just what I'm going to do in the next version.
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Old 12-15-2004, 08:31 PM   #10 (permalink)
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Ahh, excellent news How long do you anticipate the release to be?

Also, if you have it documented, could you please share with me any w3d info you have? at the moment Im just starting with exporting a box, and looking at it in a hex editor, and then making a change in the material editor, exporting again, and then comparing in the hex editor.Anything that could save me some R&D time would be great.I can figure out the bit locations easy enough, but it would be nice to know some of the hex values.An example of what I mean is:

Code:
-- Vertex Material Hex Values
00 = UV
01 = Enviroment
02 = Classic Env
03 = Screen
04 = Linear Offset
05 = Sillouette (obsolete)
06 = Scale
07 = Grid
08 = Rotate
09 = Sine
0A = Step
0B = ZigZag
0C = WS Classic Env
0D = WS Enviroment
0E = Grid Classic Env
0F = Grid Enviroment
10 = Random
11 = Edge
12 = BumpEnv
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