NAMatX_v2.d.wmv

namatx_v2.d: iontools 3dsmax / neoaxis Material Exporter v2.d. Fully automated. Exports Diffuse, Specular, Emissive, Normal and Lightmap data
Tags: NeoAxis 3ds Max IonGFX Studio

namatx_v2.d: iontools 3dsmax / neoaxis Material Exporter v2.d. Fully automated. Exports Diffuse, Specular, Emissive, Normal and Lightmap data
Tags: NeoAxis 3ds Max IonGFX Studio

Testing v.1 of ionirradiance Zones which approximate irradiance volumes in real-time.

This video shows Lyrical's excellent trigger/spawn coding in action. Can you find them? This also shows the importance of pre-loading textures. The tram has a 16MB texture drain, but spawns without causing any performance hit because I pre-loaded the textures. In contrast, the security guard and toilet flush sounds are less than 1MB, but cause a slight skip due to texture loading...the same goes for loading the FPS weapons.
Tags: NeoAxis IonRealms IonGFX Studio

Adding more animations to the npcs. Still have a lot more to go.
Tags: NeoAxis IonRealms IonGFX Studio

I put in an intermediate step for the glass breaking. It fractures first with an audio file. I need to find the perfect audio for this still.
Tags: NeoAxis IonRealms IonGFX Studio 3dsMax

I've managed to create a dynamic glass type that's easy to place in the map editor and scale as needed. There are no physics involved, so there's really no hit on the engine that I can detect. This video is a first test with some quickly made materials, so I still need to refine those to look more realistic.