Cities XXL

Cities XXL

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[OFFICIAL] Artist Technical Document
By Thierry and 1 collaborators
Useful technical information for artist.
   
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Basic information
Modeling
  • All the modeling must respect the polycount (10% of error), but the modeling must be clean and intelligent (no hole, no very little polygons with 5848645641 vertices)
  • Some modeling informations are not well defined as Zsort or Zbuffer must be defined!
  • Vertices must be weld!
Texturing
  • All the texture must be done with PHOTOS and must be beautiful.
  • Alpha channel texture can be now used for building, vehicles, characters, and furniture but only in black and white (Alpha Test). You can abuse of it will cost nothing in memory and in frame rate!
  • All Normal maps can’t be modified with draw painting.
  • All diffuse texture must be sharpen we don’t want any blurred texture!
Building technical information (Triangles and Textures)
Triangles
T1
LOD
Triangles
L1
2000
L2
1000
L3
500
L4
100

T2
LOD
Triangles
L1
4000
L2
2000
L3
1000
L4
100

T3
LOD
Triangles
L1
6000
L2
3000
L3
1500
L4
100

T4
LOD
Triangles
L1
8000
L2
4000
L3
2000
L4
200

Textures
T1
Textures
L1
L2
L3
L4
MATERIAL
Same name than mesh
Same name than mesh
Same name than mesh
Same name than mesh
Diffuse
512x512
Same texture than L1
Same texture than L1
128x128 New map
Opacity
512x512
Same texture than L1
Same texture than L1
128x128 New map
Normal
256x256
Same texture than L1
Same texture than L1
-
Lightmap
256x256
256x256
256x256
-
Reflection
256x256
Same texture than L1
Same texture than L1
-
Specular
128x128
Same texture than L1
Same texture than L1
-
illumination
128x128
Same texture than L1
Same texture than L1
128x128 New map

T2
Textures
L1
L2
L3
L4
MATERIAL
Same name than mesh
Same name than mesh
Same name than mesh
Same name than mesh
Diffuse
512x1024 (or 1024x512)
Same texture than L1
Same texture than L1
128x256 New map
Opacity
512x1024 (or 1024x512)
Same texture than L1
Same texture than L1
128x256 New map
Normal
256x512 (or 512x256)
Same texture than L1
Same texture than L1
-
Lightmap
256x512 (or 512x256)
256x512 (or 512x256)
256x512 (or 512x256)
-
Reflection
256x512 (or 512x256)
Same texture than L1
Same texture than L1
-
Specular
128x256 or (256x128)
Same texture than L1
Same texture than L1
-
illumination
128x256 or (256x128)
Same texture than L1
Same texture than L1
128x256 New map

T3
Textures
L1
L2
L3
L4
MATERIAL
Same name than mesh
Same name than mesh
Same name than mesh
Same name than mesh
Diffuse
1024x104
Same texture than L1
Same texture than L1
256x256 New map
Opacity
1024x104
Same texture than L1
Same texture than L1
256x256 New map
Normal
512x512
Same texture than L1
Same texture than L1
-
Lightmap
512x512
512x512
512x512
-
Reflection
512x512
Same texture than L1
Same texture than L1
-
Specular
256x256
Same texture than L1
Same texture than L1
-
illumination
128x128
Same texture than L1
Same texture than L1
256x256 New map

The L4 is a low poly with a baked texture, so there are more details in them like for the L1 lightmap texture; this is why the two textures for the L4 are so big!

T4
Textures
L1
L2
L3
L4
MATERIAL
Same name than mesh
Same name than mesh
Same name than mesh
Same name than mesh
Diffuse
1024x104
Same texture than L1
Same texture than L1
512x512 New map
Opacity
1024x104
Same texture than L1
Same texture than L1
512x512 New map
Normal
512x512
Same texture than L1
Same texture than L1
-
Lightmap
512x512
512x512
512x512
-
Reflection
512x512
Same texture than L1
Same texture than L1
-
Specular
256x256
Same texture than L1
Same texture than L1
-
illumination
512x512
Same texture than L1
Same texture than L1
512x512 New map
Building technical information (Dimension)
Ground Dimensions for Residences
► Size:
Each building has a ground shape / carpet which determine its dimensions on the ground:

► Pivots Position:
The carpet is centered in X0 ; Y0 ; Z0 in the Max scene, as is the building’s pivot point, even if the building’s position can be offset from its own pivot.

Difference between T1, T2, T3 (HOUSE and BUILDING)

The following size correspond to the building size (not the floor size)
T1 (all):
Small building house can’t touch the “carpet” border (so X <30m)
10m < X < 30m
10m < Y < 30m
3m < Z < 15 m

T2 (house):
Some of this building must touch the carpet borders (so X<=40m)
And these building are really higher than T1
25m < X <= 40m
25m < Y <= 40m
15m < Z < 30 m

T2 (Industries):
Some of these building are on 60m*40m carpet
Some of this building must touch the carpet borders (so make 40m large)

And these building are really higher than T1
25m < X < 60m
25m < Y < 40m
15m < Z < 30 m

T3 (house):
Higher and more impressive than T2
Carpet size = 60m*60m
40m < X < 60m
40m < Y < 60m
30m < Z < 150 m

T3 (Industries):
Higher and more impressive than T2
40m < X < 200 m
40m < Y < 200 m
30m < Z < 300 m

T4:
Higher and more impressive than T3
Carpet size = 80m*80m minimum

Top View
► Occupation of residences on the ground (schematic)
The images below serve only to give a rough proportion of the ground occupation of the building for the different sizes.
Each building needs to have a size more or less coherent with the number of inhabitants inside. (See the transparent parts on the diagrams). The ground carpet is strictly fixed.
The T2 houses can touch the right, left and front side if necessary to give the impression of a real neighborhood...
For the creation of buildings please see the step by step tutorial video.
The T1 and T3 buildings cannot touch the sides of their carpets.
All the building’s objects need to be attached together.
The T3 can vary with the different needs.

Example:
T3 normal 60x60, big residence T3 60x80

► Occupation of the Companies on the Ground (schematic)
The images below serve to illustrate how the buildings should occupy the ground at their disposal on the carpet.
Each building size must have a size that is coherent with the number of people working within; with some leeway (see the grey out areas).
The T2 and T3 can vary with the different needs.

Example:
T3 normal 60x60, big factory T3 60x100
The T2 companies can touch the right, left and front sides, depending on the needs.
The T1 and T3 cannot.
Al the objects of a building must be attached together.

Building technical information (Naming Convention)
Naming Convention
Type of asset:
B =Building
H =House
V =Vehicle
C =Character
F =Furnitures
D =Décors

Type of asset:
Elite = _eli
Suit = _sui
Bobo = _bob
Allam = _all
Fringe = _fri
Low life = _low

► The Habitations : H_culture##_T#
There are 6 cultures but for residences they are regrouped into 4 social levels:
Elite
Ultra
rich _eli
suit/bobo
rich
_suiBob
all am/fringe
Middle Class
_allFri
Low life
Working Class
_low

Example:
  • For a AllAm/Fring T1 Home, the fbx file is called:
    H_allFri01_T1.fbx

  • In the max file there is one building with its lods :
    H_allFri01_T1_L1
    H_allFri01_T1_L2
    H_allFri01_T1_L3
    H_allFri01_T1_L4


  • The materials will be called:
    H_allFri01_T1_L1
    H_allFri01_T1_L2
    H_allFri01_T1_L3
    H_allFri01_T1_L4

The textures will be called:
Textures
Slot 3dsMax
L1, L2, L3name
L4 name
Diffuse
Diffuse
H_allFri01_T1_dif_L1 (L2 or L3)
H_allFri01_T1_dif_L4
Opacity
Opacity
H_allFri01_T1_opa_L1 (L2 or L3)
-
Normal
Bump
H_allFri01_T1_bp_L1 (L2 or L3)
-
Lightmap
Displacement
H_allFri01_T1_lm_L1 (L2 or L3)
-
Reflection
Reflection
H_allFri01_T1_rf _L1 (L2 or L3)
-
Specular
Specular level
H_allFri01_T1_sp _L1 (L2 or L3)
-
illumination
Self illum.
H_allFri01_T1_ill_L1 (L2 or L3)
H_allFri01_T1_ill _L4

► The Buildings:
  1. B_type_culture##_T#
  2. B_type_description##_T#
  3. B_type##_T#

Type:
_ind industrial (office, industry…)
_ent Entertainment (leisure…)
_env Environment (Park, plazza…)
_hea Health (medic, hospital…)
_hot Hotel (hotel)
_med Media (TV, radio)
_pro Procurement (shopping, market…)
_fir Safety (firedept…)
_sec Security (police…)
_tra training (training center upgrade culture……)
_sto Stock
_cth City hall
_vac Vacations
_soc Social peace
_ldmR Landmark Rich
_ldmP Landmark Poor

Special Type:
_des destroyed building
_fou foundation
_bri Bridge
_ire indirect resource

Description
Indirect resources are open cause of type of game we want (with a lot of update every month)
We will use type 2: B_ire_”description”##_T#
Example:
Car dealer B_ire_cardealer01_T2
Estate agent B_ire_estateagent01_T2

_ldr Resident Landmark
Description
Problem at this level because landmark must be cultured at the beginning but it seems that we can make group of culture.
  • Elite = _eli
  • Suit = _sui
  • bobo = _bob
  • Allam = _all
  • Fringe = _fri
  • Low life = _low
  • All culture =_all
  • Rich (elite, suit, bobo) =_rich
  • Poor (lowlife,allam, fringe) =_poor
  • Fringe, bobo =_artist
  • Suit, allam =_traditonal

  • many more combination could arrive so this list is open

_com Commodity Producer
Description
  • Oil :_comOi
  • Food :_comFo
  • Electricity :_comEl
  • Garbage :_comGa
  • Research :_comRe
  • Carbon credit :_comCc
  • Metal :_comMe
  • Water :_comWa
  • Minerals :_comMi

_hot Hotel
Description
  • Rich :_hotR
  • Poor :_hotP

_edu Education
Description
  • School, Univer, … :_edu
  • Multiplier :_eduM

_trs Public Transport
Description
  • Underground :_trsU
  • Airport :_trsA
  • Bus :_trsB

_tyc Tycoon
Description
  • Farm :_tycFarm
  • Car :_tycCar
  • Oil :_tycOil
  • Train :_tycTrain
  • Utilities :_tycUtil
  • Ski :_tycSki

The 6 cultures for companies, leisure, etc. are not grouped for the middle levels, as is the case for the houses. The keep the same principle as City Life:
  • Elite Ultra rich
  • Suit rich
  • Bobo rich
  • Fringe Middle Class
  • All am Middle Class
  • Low life Working Class

  • Elite = _eli
  • Suit = _sui
  • bobo = _bob
  • Allam = _all
  • Fringe = _fri
  • Low life = _low

Example:
  • For a size 3 Bobo leisure building, the fbx scene will be called:
    B_ ent _bob01_T3.fbx (B for Building, ent for entertainment, bob01 for the culture, and it is the first building of that type, T3 for the size)

  • The max scene contains 1 building and its Lods :
    B_ ent_bob01_T3_L1
    B_ ent_bob01_T3_L2
    B_ ent_bob01_T3_L3
    B_ ent_bob01_T3_L4


  • The materials will be called:
    B_ ent_bob01_T3_L1 (This is applied to all lods except lod4)
    B_ ent_bob01_T3_L4

  • The textures will be called:

Textures
Slot 3dsMax
L1, L2, L3 name
L4 name
Diffuse
Diffuse
B_ent_bob01_T3_dif_L1 (L2 or L3)
B_ent_bob01_T3_dif_L4
Opacity
Opacity
B_ent_bob01_T3_opa_L1 (L2 or L3)
-
Normal
Bump
B_ent_bob01_T3_bp_L1 (L2 or L3)
-
Lightmap
Displacement
B_ent_bob01_T3_lm _L1 (L2 or L3)
-
Reflection
Reflection
B_ent_bob01_T3_rf _L1 (L2 or L3)
-
Specular
Specular level
B_ent_bob01_T3_sp_L1 (L2 or L3)
-
illumination
Self illum.
B_ent_bob01_T3_ill_L1 (L2 or L3)
B_ent_bob01_T3_ill_L4

  • Write the correct Shader in the building’s properties
    SHADER = Building (building, street furniture, deco…)

Character technical information
Triangles
Adult
Triangles
L1
1150
L2
500
L3
150

Children
Triangles
L1
800
L2
400
L3
150

Pet
Triangles
L1
600
L2
300
L3
100

Textures
Textures
L1
L2, L3
Dffuse
512x512
Same texture and same material as L1 no duplicated, resize in code
Normal
512x512
Same texture and same material as L1 no duplicated, resize in code
Specular
128x128
Same texture and same material as L1 no duplicated, resize in code

PET Textures
L1
L2, L3
Dffuse
256x256
Same texture and same material as L1 no duplicated, resize in code
Normal
256x256
Same texture and same material as L1 no duplicated, resize in code
Specular
128x128
Same texture and same material as L1 no duplicated, resize in code

Template
► Size:
The Character’s size is defined by their category (man, woman, girl, boy…) and their skeleton.

There are 6 human skeletons:
MA =Male / Adult
FA =Female / Adult
MO =Male / Old
FO =Female / Old
MC =Male / Child
FC =Female / Child
PC =Pet / cat
PD =Pet / dog

There are 25 bones per skeleton
Each character has 3 lods.
All the lods are skinned on the same skeleton.
There are also 2 dog skeletons (small and big) and 1 cat skeleton.

► Pivot Position:
The character has its pivot in X0; Y0; Z0 in the Max scene.

Top View


Front View


Naming Convention
Type of asset:
B =Building
H =House
V =Vehicle
C =Character
F =Furnitures
D =Décors

► The Character cultures: C_type_culture##
Elite
Eli
Ultra rich
Suit
Sui
rich
bobo
Bob
rich
all am
All
Middle Class
fringe
Fri
Middle Class
Low life
Low
Working Class

Type:
MA = Male / Adult
FA = Female / Adult
MO = Male / Old
FO = Female / Old
MC = Male / Child
FC = Female / Child
PC = Pet / cat
PD = Pet / dog

Example:
  • For a male adult suit charater, the max scene is called:
    C_MA_sui01.fbx

  • In the max scene there will be 1 character with all its lods:
    All the Lods are skinned on the same skeleton.

    C_MA_sui01_L1
    C_MA_sui01_L2
    C_MA_sui01_L3


  • The materials are called:
    C_MA_sui01_L1

  • The textures will be called:
Textures
Slot 3dsMax
L1 name
Diffuse
Diffuse
C_MA_sui01_dif_L1
Normal
Bump
C_MA_sui01_bp_L1
Specular
Specular level
C_MA_sui01_spe_L1

► The non-cultures characters: C_type_workgroup##
Type:
  • MA = Male / Adult
  • FA = Female / Adult
  • MO = Male / Old
  • FO = Female / Old
  • MC = Male / Child
  • FC = Female / Child
  • PC = Pet / cat
  • PD = Pet / dog
  • P# = Pet / misc
    • PA= Cow
    • PB= Chicken

Workgroup:
_env Environment (gardener…)
_hea Health (medic…)
_hot Hotel (doorman…)
_pro Procurement (customer…)
_fir Safety (fireman…)
_sec Security (policeman …)
_ent Entertainment (sport…)
_uti Utilities (garbage…)
_eve Event (Papa noel, character event…)
_msc Miscellaneous (Professor, journalist, sport…)
_cri criminality (Gang)
_sta Stars

Special
_tyc Tycoon
Description
  • Farm :_tycFarm
  • Car :_tycCar
  • Oil :_tycOil
  • Train :_tycTrain
  • Utilities :_tycUtilities
  • Ski :_tycSki

Example:
  • For a male policeman character, the Max scene will be called:
    C_MA_saf01.fbx

  • In the Max scene, 1 Character and its Lods:
    C_MA_saf01_L1
    C_MA_saf01_L2
    C_MA_saf01_L3


  • The Materials will be called:
    C_MA_saf01_L1

  • The textures will be called:
    Textures
    Slot 3dsMax
    L1 name
    Diffuse
    Diffuse
    C_MA_saf01_dif _L1
    Normal
    Bump
    C_MA_saf01_bp_L1
    Specular
    Specular level
    C_MA_saf01_sp_L1
Write the correct Shader in the character’s properties
  • SHADER = Character
Vehicle technical information
Triangles
LOD
Triangles
L1
2500
L2
1000

L3 of vehicle are generated by code.

Textures
Textures
L1
L2
Diffuse
512x512
Same texture and same material as L1 no duplicated, resize in code
Normal
512x512
Same texture and same material as L1 no duplicated, resize in code
Specular
128x128
Same texture and same material as L1 no duplicated, resize in code
Reflection
128x128
Same texture and same material as L1 no duplicated, resize in code

We need the diffuse textures in PSD with separate color layers to create (with programming) color variation of vehicles.
Example: V_CA_sui01_dif_L1.psd

Template
► Size:
The vehicle’s size is defined by their category (truck, car, Motorbike…) and their cultures.

► Pivot Position:
The character has its pivot in X0; Y0; Z0 in the Max scene.

Top View


Front View


Naming Convention
Type of asset:
B =Building
H =House
V =Vehicle
C =Character
F =Furnitures
D =Décors

► The cultures Vehicle: V_type_culture##
Elite Eli Ultra rich
Suit Sui rich
bobo Bob rich
all am All Middle Class
fringe Fri Middle Class
Low life Low Working Class

Type :
CA = Car
MO = Motorbike

Example:
  • For a car suit Vehicle, the max scene is called:
    V_CA_sui01.fbx

  • In the max scene there will be 1 vehicle with all its lods:
    V_CA_sui01_L1
    V_CA_sui01_L2


  • The materials are called:
    V_CA_sui01_L1

  • The textures will be called:
Textures
Slot 3dsMax
L1 name
Diffuse
Diffuse
V_CA_sui01_dif_L1
Normal
Bump
V_CA_sui01_bp_L1
Specular
Specular level
V_CA_sui01_sp_L1
Reflection
Reflection
V_CA_sui01_rf_L1

► The non-cultures Vehicle: V_type_workgroup##
Type:
CA = Car
MO = Motorbike
TR = Truck
BO = Boat
AI = Airplane

Workgroup:
_env Environment (gardener…)
_hea Health (medic…)
_pro Procurement (pizza planet car…)
_fir Safety (firetruck…)
_sec Security (policecar …)
_ent Entertainment (sport…)
_msc Miscellaneous (gang cars…)

Tycoon
  • Farm :_tycFarm
  • Car :_tycCar
  • Oil :_tycOil
  • Train :_tycTrain
  • Utilities : _tycUtilities??
  • Ski :_tycSki

Example:
  • For a truck utilities Vehicle, the max scene is called:
    V_TR_uti01.max

  • In the max scene there will be 1 vehicle with all its lods:
    V_TR_uti01_L1
    V_TR_uti01_L2


  • The materials are called:
    V_TR_uti01_L1

  • The textures will be called:
Textures
Slot 3dsMax
L1 name
Diffuse
Diffuse
V_TR_uti01_dif _L1
Normal
Bump
V_TR_uti01_bp_L1
Specular
Specular level
V_TR_uti01_sp_L1
Reflection
reflection
V_TR_uti01_ref_L1

Write the correct Shader in the vehicle’s properties: SHADER = Car
Furniture technical information
Textures
Textures
Diffuse
Normal
Specular
illumination

Template
► Size:
The furniture’s size is defined by their category (street light, telephone …).

► Pivot Position:
The Furniture has its pivot in X0; Y0; Z0 in the Max scene.

Top View


Front View


Naming Convention
Type of asset:
B =Building
H =House
V =Vehicle
C =Character
F =Furnitures
D =Décors

► The furniture:
4. F_name##
5. F_name_culture##


Elite
Eli
Ultra rich
Suit
Sui
rich
bobo
Bob
rich
all am
All
Middle Class
fringe
Fri
Middle Class
Low life
Low
Working Class

Example:
  • For a streetlight furniture, the max scene is called:
    F_streetlight01.fbx

  • In the max scene there will be 1 vehicle with all its lods:
    F_streetlight01_L1
    F_streetlight01_L2


  • The materials are called:
    F_streetlight01_L1

  • The textures will be called:
[/tr]
Textures
Slot 3dsMax
L1 name
Diffuse
Diffuse
F_streetlight01_dif_L1
Normal
Bump
F_streetlight01_bp_L1
Opacity
Specular level
F_streetlight01_opa_L1
Specular
Specular level
F_streetlight01_sp_L1
Reflection
Reflection level
F_streetlight01_rf_L1
Illumination
Self-llumination
F_streetlight01_ill_L1

Write the correct Shader in the furniture’s properties: SHADER = Building

Furnitures Type
Generic
No particular naming

Cultures
  • Elite = _eli
  • Suit = _sui
  • bobo = _bob
  • Allam = _all
  • Fringe = _fri
  • Low life = _low

Tycoon
  • Farm :_tycFarm
  • Car :_tycCar
  • Oil :_tycOil
  • Train :_tycTrain
  • Utilities :_tycUtil
  • Ski :_tycSki
Animation technical information
Template
► Skeleton
Use the skeleton Skel.max

Animation Type
Type:
  1. Simple Skeleton Loopable
    • Fixed pivot (0,0,0)
    • Loopable
  2. Simple Skeleton Move Loopable
    • Start pivot = end pivot (0,0,0)
    • The pivot move during the animation
    • Loopable
  3. Simple Skeleton Move UnLoopable
    • Start pivot (X,Y,Z)
    • End pivot (A,B,C)
    • The pivot move during the animation
  4. Multiple Skeleton Move Loopable
    • Many Skeleton (max 16)
    • Skeleton must be named
      • Bip01, Bip02, Bip03, … ,Bip16
      • If the skeleton is not well named animation is refused!!!
    • Each skeleton have a different pivot
    • Start pivot = end pivot (X1, Y1, Z1)(X2,Y2,Z2),…(X16,Y16,Z16)
    • Loopable
  5. Multiple Skeleton Move UnLoopable
    • Many Skeleton (max 16)
    • Skeleton must be named
      • Bip01, Bip02, Bip03, … ,Bip16
      • If the skeleton is not well named animation is refused!!!
    • Each skeleton have a different pivot
    • Start pivot (X1, Y1, Z1)(X2,Y2,Z2),…(X16,Y16,Z16)
    • End pivot (A1,B1,C1)(A2,B2,C2),…(A16,B16,C16)
    • The pivot move during the animation

Top View


Naming Convention
Type of asset:
A =Animation
B =Building
H =House
V =Vehicle
C =Character
F =Furnitures
D =Décors

A_type_Workgroup_Name##

Type:
  • AL =All types
    • AD =Adults (MA+FA)
      • MA = Male / Adult
      • FA = Female / Adult
    • OL =Olds (MO+FO)
      • MO = Male / Old
      • FO = Female / Old
    • CH =Childs (MC+FC)
      • MC = Male / Child
      • FC = Female / Child
    • P0 =Pets
      • PA =Not defined
      • PB =Not defined
      • PC = Pet / cat
      • PD = Pet / dog
      • PE =Not defined
      • PE =Not defined

Workgroup :
  • _Gen All type

_eli
Elite
Ultra rich
_sui
Suit
Rich
_bob
Bobo
Rich
_All
Allam
Middle Class
_Fri
Fringe
Middle Class
_Low
Low life
Working Class

  • _env Environment (gardener…)
  • _hea Health (medic…)
  • _hot Hotel (doorman…)
  • _pro Procurement (customer…)
  • _fir Safety (fireman…)
  • _sec Security (policeman …)
  • _ent Entertainment (famous player, ..)
  • _uti Utilities (garbage…)
  • _eve Event (Papa noel, character event…)
  • _msc Miscellaneous (Professor, journalist, sport…)
  • _cri criminality (Gang)
  • _sta Stars

_tyc Tycoon
Description
  • Farm :_tycFarm Farmer, Pets
  • Car :_tycCar Worker
  • Oil :_tycOil Worker
  • Train :_tycTrain
  • Utilities :_tycUtilities
  • Ski :_tycSki

Examples:
A_MA_gen_Walk01: Generic walk for all Mens
A_FA_Bob_Idle01: Idle for bobo woman
A_OL_gen_SitIdle01: Generic idle sit for old people (old man and old woman)
A_PC_gen_Run01: Generic walk for cat
A_PD_Eli_Idle01: Idle for dog elite
A_AL_gen_secKOSteelWheel01: Security KO anims of a thief who steal a wheel
A_AL_gen_eduOKReadSit01: Education OK anims people Read a book sited
A_AL_hea_listenheart01: A Doctor listen the heart of someone with a stethoscope
Custom Shader Support
  • The Artist Tool Suite 10.4.0.14 support Custom Shader.
  • The type of shader is in function of the naming convention when importing a .fbx.
  • To enable the Custom shader support: you need to add (shader=XXX) in the material name.
    Example:
    b_trs_ecocontrol01_t2_l1(shader=custom) apply the shader at Data\Shader\custom.fx to the mesh using this material.
  • Each LOD can have a different shader.
  • If there is no custom shader, the type of shader to use is defined by the material name: B_ apply #Building.fx, F_ apply #Furniture.fx, etc...

Note: you can speficy the shader #Character.fx but the skinning info isn't retrieved.
2 Comments
aXeL 28 Aug, 2024 @ 11:31am 
Can you explane maybe how to install the ArtistSuiteSetup.10.4.0.15, i mean where do i put all the ArtistSuiteSetup files (BuildControl, DirectX9, vcredist_x86, Viewer, FileSubst.bat and ForceSubst.bat) in 3DS Max 2023
nicko2u 9 Feb, 2015 @ 11:00pm 
Very good modders should try their best to stick to these specifications. Will help eveyones game if they do.