SC2 Creep is a special material type for invisible geometry that can accept creep. This material will only show when creep touches the model. It can be used to create shaped tendrils or other surfaces for creep to flow over. This material is often used as a layer in an SC2 Composite Material to make a specific mesh accept creep. Alternately, if the whole model should accept creep, the _CreepEngulfable alias can be set in the Actor Data in the StarCraft II Editor.
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Creep material
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20 |
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Creep Mask Texture *Unused*. This texture is currently unused in game, but is exported and tracked. The behavior of this slot may change at a later date, and it is not recommended that any texture be assigned to this slot.
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Creep required on Low End forces the material to draw, even on Low graphics settings. Normally extra creep materials are turned off to save performance. However, for gameplay critical elements, like buildable ground doodads, this flag may be necessary.
The SC2 Displacement Material is used to create shockwave, heatwave, glass, shield, and other distortion effects. Displacement materials are often used to emphasize short, powerful burst effects in StarCraft II, like weapon impacts. The displacement effect is artistic in nature, and does not follow a direct physical model.
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Displacement
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Priority defines the sorting relationship between this material and other transparent materials in the model file. Within a given model, materials are drawn in order from highest priority value to lowest. Sorting for materials of equal priority is undefined. Priorities have no effect across multiple models.
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Strength (Value) amplifies or reduces the effect of the distortion. Values of greater magnitude result in more extreme distortion. Negative values are valid and reverse the effect.
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Normal map perturbs the distortion effect per-pixel by using a tangent-space normal map. An SC2 Bitmap must be used.
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Strength (Map) masks out the intensity of the distortion effect. This should be an SC2 Bitmap set to use only a single channel: R, G, B, or A.
Splats can be drawn with a special optimization that bakes their textures into the terrain. Applying the SC2 SplatTerrainBake material enables this optimization. This is a relatively large optimization employed by doodads like roads in StarCraft II. In order to draw like terrain, this material has many restrictions: specular color must be monochromatic; features such as emissive are not present; material/bitmap parameters may not be edited or animated; and the splat itself should not be animated. Splats using this material type will only affect terrain.
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Splat Terrain Bake
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Diffuse supplies the texture for the basic color of the splat. This property must be an SC2 Bitmap. Only the filepath is considered. The RGB channels will be used directly, and the alpha channel is implicitly the opacity of the entire splat.
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Normal supplies a tangent space normal map to be blended into the terrain on higher settings. Only the filepath is considered.
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Specular supplies a specular intensity path to be blended with the terrain. Only the filepath is considered. The output color is the approximate average luminosity of the RGB color channels of the texture.
The SC2 Terrain Material allows a custom model to use the colors of the terrain painted directly below it on the map in which it is placed. Terrain textures can be cached as a performance optimization, therefore it is inadvisable to use this material on any model that moves. In StarCraft II this is often used to integrate doodads with the terrain, such as the little terrain chunks on the sides of the mineral resource models, or to make a large custom model appear as if it part of the ground as it done with most Terrain Objects. Meshes that use SC2 Terrain should not be over 800 3ds Max units, or 8 in-game units in size, otherwise there may be visual errors; Subdivide Meshes in the Export Floater can be used to correct this in extreme cases. SC2 Terrain implicitly accepts Creep.
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Terrain Material
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Mask Texture restricts the area where the terrain material will show. This mask requires a single channel: either as the alpha channel of the provided SC2 Bitmap; a single R, G, or B channel specified in the Color Operations rollout in the provided SC2 Bitmap; or the alpha value of an SC2 Color. Values closer to white will make the terrain show more. Using a mask will force the material to draw as Alpha Blend. It is often useful to use a mask when SC2 Terrain is used as layer in an SC2 Composite Material. If no mask is specified, SC2 Terrain shows at full strength.
The SC2AttachPt Node, found in the Standard Helpers create panel, is used to mark locations in 3d space at which the game can attach effects, UI items, etc. Each Attachment Point is given a specific name indicating its purpose.
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Properties
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Change Type brings up a floating combo-box which allows you to select and change the attachment point type.
The SC2 FreeCamera is very similar to the 3ds Max Free Camera, but with a few extra parameters that are specific to StarCraft II. In this document we’re going to mainly focus on these extra parameters. To get more information about common camera parameters like Lens, FOV, Environment Ranges, Clipping Planes, Multi-Pass Effect, Focal Depth, or Sampling go to 3ds Max Help and search for "Free Camera" or "Common Camera Parameters".
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Extra Parameters
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Shadow Clip controls where the clipping plane is for shadows. No shadows will draw beyond the distance that you add to this parameter.
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DOF Amount is the amount of depth of field that is used in a scene and can range from 0.0 to 1.0. Zero being no depth of field and one would be full depth of field.
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Focal Depth refers to the distance away from the camera where objects are the most in focus or the least blurry. This parameter can be used to make a strong focal point where everything outside of that focal depth starts to get blurry.
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Falloff Start is where the depth of field starts or the blurring begins.
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Falloff End is where the depth of field ends or the blurring is at its maximum. Then the blur becomes consistent past the falloff end distance.
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Use Vertical FOV determines whether the vertical field of view is turned on or off.
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This is what those extra parameters look like in the Editor.
The SC2 TargetCamera is very similar to the 3ds Max Target Camera, but with a few extra parameters that are specific to StarCraft II. In this document we’re going to mainly focus on these extra parameters. To get more information about common camera parameters like Lens, FOV, Environment Ranges, Clipping Planes, Multi-Pass Effect, Focal Depth, or Sampling go to 3ds Max Help and search for "Target Camera" or "Common Camera Parameters".
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Extra Parameters
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Shadow Clip controls where the clipping plane is for shadows. No shadows will draw beyond the distance that you add to this parameter.
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DOF Amount is the amount of depth of field that is used in a scene and can range from 0.0 to 1.0. Zero being no depth of field and one would be full depth of field.
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Focal Depth refers to the distance away from the camera where objects are the most in focus or the least blurry. This parameter can be used to make a strong focal point where everything outside of that focal depth starts to get blurry.
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Falloff Start is where the depth of field starts or the blurring begins.
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Falloff End is where the depth of field ends or the blurring is at its maximum. Then the blur becomes consistent past the falloff end distance.
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Use Vertical FOV determines whether the vertical field of view is turned on or off.
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This is what those extra parameters look like in the Editor.
The SC2VertexWarp Node, found in the Standard Helpers create panel, creates a node that will deform models that are within its bounds. Only a Unit with the Warpable Behavior flag set will be able to deform, and therefore this is not accessible in the Cutscene Editor. In StarCraft II, this is used exclusively for the Vortex spell on the Protoss Mothership.
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Vertex Warp
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Type defines the method for the vertex deformation. Currently, only Twirl is supported.
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Twirl spins and pulls the vertices towards the center of the Vertex Warp. The closer to the center, the more extreme the deformation.
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Radius for cylindrical types, sets the radius of the warp effect. At distances greater than this value, meshes will not be affected.
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Strength sets the intensity of the deformation. For Twirl this value is approximately how many half-rotations should be made by the time the mesh reaches the center of the warp.
For complex cinematic shots where tight control of the shadows is desired, adding a ShadowBox will confine the rendered shadow to a smaller area of the scene. This allows for shadows of higher resolution in desired locations.
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ShadowBox Usage
20 |
ShadowBox nodes are rarely needed, but when one is present in the scene, the shadow will be limited to the region inside the box improving performance and shadow quality. This special node is just a Standard Primitive Box with the name ShadowBox applied. Position, Rotation and Scale can be animated like any other bone. If more than one ShadowBox is visible, there is no defined preference, and the shadows in the scene may flicker erratically.
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/Research/fpm2.ms:
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1 | function SkipBytes stream nBytesToSkip=
2 | ( fseek stream nBytesToSkip #seek_cur )
3 |
4 | function ReadZeroEndingString stream=
5 | (
6 | local str = ""
7 | local canRead = true
8 | while (canRead) do
9 | (
10 | local b = ReadByte stream
11 | s= bit.IntAsChar(b)
12 |
13 | if ( b != 0 ) then str+=s else canRead = false
14 | )
15 | return str
16 | )
17 |
18 | clearListener()
19 | file = @"C:\Users\Mario\Downloads\WP_ARC_Stone_Plaque.fpm"
20 |
21 | stream = fOpen file "rb"
22 |
23 | -- mapnames
24 | fSeek stream 236 #seek_set
25 | mapnameOffsets = #()
26 | for i=1 to 3 do append mapnameOffsets ( ReadLong stream )
27 |
28 | mapnames = #()
29 | for i=1 to 3 do
30 | (
31 | fSeek stream nameOffsets[i] #seek_set
32 | append mapnames ( ReadZeroEndingString stream )
33 | )
34 | print mapnames
35 |
36 | -- vertices ?
37 | fSeek stream 640 #seek_set
38 | -- 42 found on 614
39 | verts = #()
40 | colors = #()
41 | uvs = #()
42 | normals = #()
43 | for i=1 to 42 do
44 | (
45 | append verts ( [readfloat stream, readfloat stream, readfloat stream] * 50.0 )
46 | append colors [readbyte stream, readbyte stream, readbyte stream, readbyte stream]
47 |
48 | append normals [readfloat stream, readfloat stream, readfloat stream]
49 |
50 | SkipBytes stream 24
51 | append uvs [readfloat stream, readfloat stream, 0.0]
52 | )
53 |
54 | --fSeek stream 3168 #seek_set
55 | fSeek stream 3168 #seek_set
56 | indices = #()
57 | for i=1 to 87 do --87
58 | (
59 | append indices (readshort stream + 1)
60 | )
61 | --print indices
62 |
63 |
64 | faces = #()
65 | backfaceCullingIssue = 0
66 | for i=0 to 86 do
67 | (
68 | local a = indices[i+1]
69 | local b = indices[i+2]
70 | local c = indices[i+3]
71 |
72 | backfaceCullingIssue = 1 - backfaceCullingIssue
73 | if( a!=b and a!=c and b!=c ) then
74 | (
75 | if ( backfaceCullingIssue == 1 ) then
76 | append faces [a,b,c]
77 | else
78 | append faces [a,c,b]
79 | )
80 |
81 | )
82 |
83 |
84 | print faces
85 | meshName = getfilenamefile file
86 |
87 | theMesh = mesh name:meshName vertices:verts faces:faces tverts:uvs vnorms:normals
88 |
89 | buildTVFaces theMesh false
90 | for i = 1 to faces.count do ( setTVFace theMesh i faces[i] )
91 | theMesh.WireColor = color (random 100 150) (random 100 150) (random 50 250)
92 |
93 | fClose stream
94 |
95 |
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/Research/reduceKeys.ms:
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1 | function GetLastKeyFrame =
2 | (
3 | local lastKeyFrame = 0
4 | for obj in objects do
5 | (
6 | try(
7 | if obj.pos.controller != undefined and obj.pos.controller.keys != undefined then
8 | (
9 | local lastKey = obj.pos.controller.keys.count
10 | local keyFrame = obj.pos.controller.keys[lastKey].time
11 | if ( keyFrame > lastKeyFrame ) then
12 | lastKeyFrame = keyFrame
13 | )
14 | if obj.rotation.controller != undefined and obj.rotation.controller.keys != undefined then
15 | (
16 | local lastKey = obj.rotation.controller.keys.count
17 | local keyFrame = obj.rotation.controller.keys[lastKey].time
18 | if ( keyFrame > lastKeyFrame ) then
19 | lastKeyFrame = keyFrame
20 | )
21 | )catch()
22 | )
23 | lastKeyFrame as integer / TicksPerFrame
24 | )
25 |
26 | function ReduceKeysBetween step:5 =
27 | (
28 | local start = animationrange.start
29 | local end = animationrange.end
30 |
31 | local framesToKeep = #()
32 | for f=start to end by step do
33 | (
34 | append framesToKeep f
35 | )
36 | appendIfUnique framesToKeep end
37 |
38 | for obj in objects do
39 | (
40 | if obj.pos.controller != undefined and obj.pos.controller.keys != undefined then
41 | (
42 | for k=obj.pos.controller.keys.count to 1 by -1 do
43 | (
44 | local key = obj.pos.controller.keys[k]
45 | if key != undefined then (
46 | if key.time > animationrange.start and key.time < animationrange.end then
47 | if ( findItem framesToKeep key.time == 0 ) then
48 | deletekey obj.pos.controller k
49 |
50 | )
51 | )
52 | for k= obj.rotation.controller.keys.count to 1 by -1 do
53 | (
54 |
55 | local key = obj.rotation.controller.keys[k]
56 | if key != undefined then (
57 | if key.time > animationrange.start and key.time < animationrange.end then
58 | if ( findItem framesToKeep key.time == 0 ) then
59 | deletekey obj.rotation.controller k
60 | )
61 | )
62 | )
63 | )
64 | framesToKeep
65 | )
66 |
67 | clearlistener()
68 | gc()
69 |
70 | -- ReduceKeysBetween step:3
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/Research/test-split-mesh.ms:
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1 | (
2 |
3 |
4 | function DetachPolyElements SourceOBJ =
5 | (
6 | if ( classof sourceObj == editable_mesh ) then convertToPoly SourceOBJ
7 |
8 | MasterObj = SourceOBJ
9 | faceCount = MasterObj.getnumfaces()
10 |
11 | FaceTest = ((MasterObj.getnumfaces()) != 0)
12 |
13 | for ii in 1 to faceCount while FaceTest do
14 | (
15 | newName = (uniquename (MasterObj.name as string))
16 |
17 | MasterObj.EditablePoly.SetSelection #Face #{1}
18 | MasterObj.selectElement()
19 | TargetElement = polyop.getFaceSelection MasterObj
20 | polyop.detachFaces MasterObj TargetElement asNode:true name:newName
21 |
22 | NewObj = getnodebyname newName
23 | resetXForm NewObj
24 | convertTo NewObj (Editable_Poly)
25 | ResetTransform NewObj
26 | ResetScale NewObj
27 | ResetPivot NewObj
28 | centerpivot NewObj
29 | FaceTest = ((MasterObj.getnumfaces()) != 0)
30 | )
31 | delete MasterObj
32 | )
33 | DetachPolyElements theMesh
34 | )
35 |
36 |
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/Research/wow_dbc_file.ms:
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1 |
2 | (
3 | struct DBC ( head, records )
4 | struct HEADER
5 | (
6 | fileID, nRecords, nFields, recordSize, stringBlockSize,
7 |
8 | fn Read bitStream =
9 | (
10 | local head = HEADER()
11 | head.fileID = ReadFixedString bitStream 4
12 | head.nRecords = ReadLong bitStream #unsigned
13 | head.nFields = ReadLong bitStream #unsigned
14 | head.recordSize = ReadLong bitStream #unsigned
15 | head.stringBlockSize = ReadLong bitStream #unsigned
16 |
17 | return head
18 | )
19 | )
20 | struct AnimField
21 | (
22 | animID, name, WeaponState, flags, d1, parentAnimID, realID, aGroup,
23 |
24 | fn Read bitStream head =
25 | (
26 | local dbcrecords = #()
27 | dbcrecords[head.nRecords] = 0
28 | str_ofs = (head.recordSize * head.nRecords) + 20 --header size
29 | for i = 1 to head.nRecords do
30 | (
31 | local af = AnimField()
32 | af.animID = ReadLong bitStream #unsigned
33 | af.name = ReadLong bitStream #unsigned
34 | af.WeaponState = ReadLong bitStream #unsigned
35 | af.flags = ReadLong bitStream #unsigned
36 | --af.d1 = ReadLong bitStream #unsigned
37 | af.parentAnimID = ReadLong bitStream #unsigned
38 | af.realID = ReadLong bitStream #unsigned
39 | --af.aGroup = ReadLong bitStream #unsigned
40 |
41 | local bm = ftell bitStream
42 | local nameOfs = (str_ofs + af.name)
43 | fseek bitStream nameOfs #seek_set
44 | af.name = ReadString bitStream
45 | fseek bitStream bm #seek_set
46 |
47 | dbcrecords[i] = af
48 | )
49 |
50 | return dbcrecords
51 | )
52 | )
53 | local dbcfile = @"G:\Blizzard\World Of Warcraft\Exported\dbfilesclient\AnimationData.db2"
54 |
55 | --local dbcfile = @"G:\Blizzard\World Of Warcraft\Exported\AnimationData.dbc"
56 | local dbcstream = fopen dbcfile "rb"
57 | local adbc = DBC()
58 |
59 | adbc.head = HEADER.Read dbcstream
60 | adbc.records = AnimField.Read dbcstream adbc.head
61 |
62 | for i=1 to adbc.records.count do
63 | format "%-%\n" adbc.records[i].AnimId adbc.records[i].Name
64 |
65 | if (dbcstream != undefined) then fclose dbcstream
66 |
67 |
68 | )
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