Hello!
I use 3ds Max 2008 and I got a problem while creating a light.
The tutorial says that we define the amount of specular, shadow casting etc by changing light's scale. But in 3ds Max default omni light doesn't have scale parameters at all, I mean where do you change this light's scale in 3ds Max? I have tried to do it by clicking the scale button on the toolbar with right mouse and changing the scale there, but level is still dark.
Hmm, it seems that it's proportions must be equal..
They made the game using Maya 7.0 and collada .86 (?). You're best using those if there isn't a way around this problem.
If you absolutely have to use 3dmax 2008 you can probably export the file as dae, go into the dae file and modify the lights yourself. But this might cause problems when re-importing into 3dmax.
Thanks!
I didn't think about editing the dae.
So here is how the light made in 3ds max looks like:
<library_lights>
<light id="Omni01-light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
<extra>
<technique profile="MAX3D">
<target_default_dist>-1</target_default_dist>
<decay_type>0</decay_type>
<decay_start>40</decay_start>
<use_near_attenuation>0</use_near_attenuation>
<near_attenuation_start>0</near_attenuation_start>
<near_attenuation_end>40</near_attenuation_end>
<use_far_attenuation>0</use_far_attenuation>
<far_attenuation_start>80</far_attenuation_start>
<far_attenuation_end>200</far_attenuation_end>
</technique>
<technique profile="FCOLLADA">
<intensity>1</intensity>
</technique>
</extra>
</light>
</library_lights>
What do I change here in order for it to work?
Since the light is "1,1,1" it probably isn't recorded.
Export the file as .DAE and the light shoud have it's properties in there.
What "1,1,1" do you mean?
And what file to export as .DAE? I mean, this was the code from .DAE I exported from 3ds max and that were the light settings it had. Or I don't get something? Haha sorry I think I messed too much with it today so my head is gonna explode soon, I should get some rest.
1,1,1 = scale size
Since scale does nothing for lights in 3dmax, why should it record the information?
DAE is the fieltype HPL uses to render the scenes. The level filetype basically.
Yeah I know about DAE. I'm wondering why maps I make are dark. I tried to put a spot light in 3ds max and it recorded information to DAE such as angle, cone radius etc, which means that lights should work because exporter "understands" 3ds max lights. But still the level is dark. Maybe something's with my collada exporter? I have Vista x64 so it was pretty hard to find the exporter for 3ds max 2008 and so it is for Maya.
Could someone who has 3ds max and\or Maya try to make a simple level, just some floor + one light and export it to DAE? So I could take a look and compare it with my DAE's I get after exporting.
Well, I made Maya work with the export thing (I just installed 32bit version). Will try it out tomorrow.
idk it just doesn't work for me.
I've tried 3ds max 2008 + different versions of ColladaMax. I've tried Maya 7.0 with different versions of ColladaMaya, with point light with settings just like in tutorial. I've tried to export from 3ds to Maya. And still it either dark or just crashes when I want to view a level in hplhelper. Bad luck

I use maya 7.0 with collada .86
Here is a picture of my exports option.
Minor Warning: These options made it so if you export a .DAE file, you can't import back into maya for unknown reasons. Works perfectly in HPL
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attachment=521]
And could you post your DAE file here? Also tell me what textures it uses (black plague, tech demo, ect)