Overview

After installing the plugin components as described in the Installation section, open the Max Utility tab (spanner icon), and select the icon shown circled in red in the Max Utility Panel.  This will launch the Configure Button Sets dialog.  From here, set the number of buttons for the Utility panel, and drag the GMT Converter utility onto an empty button, as shown in the figure.  Once completed, your Utility panel should be similar to the one shown in the Max Utility Panel with GMT Converter figure.


The GMT Converter consists of five components:

The rollup panels can be rearranged in any order you wish by dragging and dropping to their new location.  All Instance panel data settings are saved in the Max file as app data, so once the file is saved, it will require the converter.dlu file to reload.  Other configuration-specific settings are saved in the editable file gMotorPlg20.ini, located in the Max PlugCfg directory.

Main Control

This is the GMT Converter Main rollup has the following options:

GMT Output

 The GMT Progress panel will appear during mesh conversion, providing stats about each mesh with details of the output geometry, and the option to cancel the conversion at any time.

Instance

The instance data is automatically filled when selecting one or more objects in any Max window.

Object Settings

General

Screen Aligned Quads

Shading

Shadows

Normal Options


Tangent Generation

Tangents are generated by using the UV channel specified in the Normal Map stage. The specified UV channel may not be necessarily exported with the GMT though, if the slot is the 5th or higher, and the selected UV channel is not specified in the earlier slots.



Reflections

Vis Group Settings:


Visibility (vis) groups are used to group objects together – these groups of objects can then be made visible or invisible according to various in-game settings. More information can be found here.

REACTOR Settings

The REACTOR is used to execute a response when a specific actor interacts (either by collision or height-above-terrain). Typically we do not set these up in the plugin.

User Data


There are upto 8 user data values that can be specified per object. This data will then be used for some function by either the game or shader.

Animation

Instance Data Control

Animation

The animation rollout can be used to generate a ANM file which can then be applied to selected instances in the Instance rollout. Only a single set of export parameters are saved per scene.

General Settings

Anim Type

Get Frames From:

Do Anim – in the case of either Seleceted Nodes, or MAX Biped, the mesh to which the bones or skeleton is attached must be selected, then press Do Anim to extract animation frames and create the ANM file.

Scene File Output

This roll out allows the configuration of a full SCN output. In practice we just output the selected Reflection Mappers, Instances or Omni lights to a temporary file and copy them into a manually maintained master scene file.

Current Scene File – path of the current scene file. Use the Browse button to launch a Find File dialog; you may also enter a file name manually.

Misc

Fog

A lot of these settings are legacy and may not work.

View Settings:

General

Reflection Mapper

The reflection mapper allows the configuration of reflection probes. These are then exported with any SCN export.