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pudingus edited this page Sep 16, 2020 · 8 revisions

Installation

Run the installer and restart 3ds Max.

How to use

There should be a "Max 4ds Tools" rollout in the utility panel.
The utility rollout can be closed - to open it again click the MAXScript button in the utility panel a select it from the dropdown.

Textures

To see textures for imported models, you need to setup texture paths.
Hit Customize in the top menu > Configure Project Paths > External files. And there add your Mafia "maps" folder.

The exporter supports following material types: 4ds Material (p), Standard and Physical Material

Creating lods

Put the lower detailed under the main mesh parent and add a $lod prefix and preferably a number.
i.e. $lod1 whatever or $lod2 or $lod03_whatever. Lods are sorted alphabetically by name.


You can set the fade distance for each lod using the 4ds Parameter editor from the utility.

Lods don't need to be in layers and don't need to be hidden.

Creating sectors

Create a mesh with faces facing inwards and add a sector prefix i.e. sector chodba1
Create a polygon mesh with single polygon to create a portal and prefix it with $portal and put it under the sector
Creating a basic room (sectors)

Creating billboards

Create a mesh. Open 4ds Object Parameter editor. Click "Add" to add parameters and set "Object type" to Billboard

Creating skinned meshes

Mafia supports two bones per vertex but only for the bones that are directly connected - one weight for child bone, one for parent bone. If your weights are on bones that are not connected, the exporter will guess: If the bones are related - bone is ancestor of another, it will assign it to the descendant and its parent. If they are not, the greater weight will be assigned.