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Part VII: Advanced Materials
                                             Working with channels is a very efficient way to interface with the gaming engine, but a sloppy game devel-
                                             oper can introduce a model to the game engine with all sorts of unneeded or exaggerated channels. If this
                                             happens, the game engine can ignore the extra channels and get the wrong information, which can cause
                                             your hero to march off into battle without a weapon. Worse, it can crash the system.
                                             To prevent problems and to streamline the number of channels that are included with game models, Max
                                             includes a Map Channel Info editor that you can use to manipulate the various channel data. This editor,
                                             shown in Figure 33.1, can be opened using the Tools ➪ Channel Info menu command.
                                        FIGURE 33.1
                                      The Map Channel Info dialog box lets you edit channel data.







                                             Using the Map Channel Info dialog box

                                             The Map Channel Info dialog box shows lots of information, including the Object Name; its ID; its Channel
                                             Name; the number of Vertices, Faces, and Dead Vertices (unattached vertices); and its Size. With this infor-
                                             mation, you can quickly determine which channels are taking up the most space and eliminate them.
                                             All objects include some default channels for mesh, which holds the geometry; vsel, which holds the
                                             selected vertices; -2:Alpha, which holds the alpha channel information; -1:Illum, which holds illumination
                                             values; and channel 0:vc, which holds vertex color information. Objects also include at least one default
                                             map channel (even if it is empty). These channels cannot be deleted.
                                      Cross-Ref
                                      Vertex colors are covered along with painting on objects in Chapter 18, “Creating Compound Materials and Using
                                      Material Modifiers.” n
                                             The interface lets you Copy and Paste selected channels. You can give each channel a name with the Name
                                             button. Beneath the Copy button, text appears that lists the information currently copied in the Copy
                                             Buffer. Selected channels can be copied only between channels that have the same number of vertices.
                                             The Clear button clears out the selected channels, but you cannot clear a map channel if there is another
                                             map channel above it. The Add button adds a new map channel to the object. Objects can hold as many as
                                             99 map channels. The Clear and Add buttons also apply UVW Mapping Clear or UVW Mapping Add modi-
                                             fiers to the Modifier Stack. The Paste command also adds a modifier. These modifiers are convenient
                                             because they can easily be removed or reordered in the Stack. If changes have been made in the Modifier
                                             Stack, the Update button reflects these changes in the Map Channel Info dialog box.







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