Yeah I know "don't ask what the devs can do for you, ask what you can do for the devs" but I just want a few hints here.
I am still trying to make my first tree and I have come quite far but there is a final problem. I have to render the lod0 textures for the two crossed planes which will be seen at large distances. The Problem is, that I am very unexperienced in 3dsmax and I don't know how to set up the scene to make a good render. I followed these steps in the "How to create a bunker" tutorial to make the tree look like it will look in bf2
but if you want to see what your multilayered shader looks like, do the following:
• In the Material Editor, click on any unused shader slot.
• Click on the button labeled “Standard” like before, and this time choose “DirectX 9 Shader”.
• In the “DirectX 9 Shader” rollout section, there will be a button labeled with a path like “C:\3dsmax7\maps\fx\Default.fx”. Click on this button and choose “BF2_StaticMesh_A.fx” in this window that pops up. You should now see a list of texture channels similar to before.
• Click the button labeled “None” next to “Color” and select “MyBase01_c.dds” the same as you did before.
• Do the same for “Detail”, choosing “MyBase01_de.dds.
• Finally, do this again for “NDetail no-preview”, choosing “MyBase01_deb.dds”.
• Assign this new shader to the “My_Bunker” mesh. You should now see something similar to the following:
but what I get in the viewport is this:
But ingame the tree looks like this:
The materials and the renderer have a lot of options and I don't know what to choose to make it work.
So can please anybody who has done this before tell me what I have to do to get a good render of the tree that looks like the tree ingame. Is it possible to get a render which already has the correct alpha channel.
Yesterday I worked around this problem by simply taking a screenshot of the tree in the objecteditor but with this method it is hard to get the proper camera position and you have to make the alpha channel by yourself and I don't know how this is done to get a good result. ATM the lods don't realy fit to each other when blending over like it can be seen here.
Your help would be appreciated