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<channel>
	<title>NawaKiwi &#187; RV Exporter</title>
	<atom:link href="http://www.nawakiwi.com/tag/rv-exporter/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nawakiwi.com</link>
	<description>&#60;!--:en--&#62;Rat-a-tooïe around video game&#60;!--:--&#62;&#60;!--:fr--&#62;Ratatouille autour du jeu vidéo&#60;!--:--&#62;</description>
	<lastBuildDate>Mon, 31 Aug 2020 09:29:50 +0000</lastBuildDate>
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		<item>
		<title>Surface definition made easy</title>
		<link>http://www.nawakiwi.com/surface-definition-made-easy/</link>
		<comments>http://www.nawakiwi.com/surface-definition-made-easy/#comments</comments>
		<pubDate>Mon, 06 Feb 2017 20:35:43 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=2101</guid>
		<description><![CDATA[After a big update of the exporter to v1.13, here&#8217;s a preview of some UI enhancement. Although the Smoothing Groups conversion table is way easier to read on the website, now there&#8217;s one embeded inside the exporter UI ! I <a href="http://www.nawakiwi.com/surface-definition-made-easy/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>After a big update of the exporter to v1.13, here&#8217;s a preview of some UI enhancement.<span id="more-2101"></span><br />
Although the Smoothing Groups conversion table is way easier to read on the website, now there&#8217;s one embeded inside the exporter UI !</p>
<p>I still have some work to do for the &#8220;apply SGs&#8221; function to work as expected on every type of object, and even on polygon selection, and even on instancied modifier polygon selection&#8230;</p>
<p>But I thought I would share what&#8217;s already done since it&#8217;s already a great helper !</p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/02/export-script-sgupdate.jpg"><img class="alignnone size-full wp-image-2102 colorbox-2101" title="Smoothing Groups UI upgrade" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/02/export-script-sgupdate.jpg" alt="" width="214" height="526" /></a></p>
<p>Stay tuned for more ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_wink.gif' alt=':wink:' class='wp-smiley colorbox-2101' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.nawakiwi.com/surface-definition-made-easy/feed/</wfw:commentRss>
		<slash:comments></slash:comments>
		</item>
		<item>
		<title>More demo track wip !</title>
		<link>http://www.nawakiwi.com/more-demo-track-wip/</link>
		<comments>http://www.nawakiwi.com/more-demo-track-wip/#comments</comments>
		<pubDate>Wed, 25 Jan 2017 22:54:12 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[Demo Track]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=2086</guid>
		<description><![CDATA[With the last exporter update to V1.12 mirror surfaces are really easy to setup !! Here&#8217;s the last room of the demo track to prove it ! Stay tuned !]]></description>
			<content:encoded><![CDATA[<p>With the last exporter update to V1.12 mirror surfaces are really easy to setup !!<span id="more-2086"></span><br />
Here&#8217;s the last room of the demo track to prove it ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley colorbox-2086' /> </p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/demo-track-wip4.jpg"><img class="alignnone size-full wp-image-2088 colorbox-2086" title="demo track wip" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/demo-track-wip4.jpg" alt="" width="1280" height="1024" /></a></p>
<p>Stay tuned !</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nawakiwi.com/more-demo-track-wip/feed/</wfw:commentRss>
		<slash:comments></slash:comments>
		</item>
		<item>
		<title>Mirror surfaces !</title>
		<link>http://www.nawakiwi.com/mirror-surfaces/</link>
		<comments>http://www.nawakiwi.com/mirror-surfaces/#comments</comments>
		<pubDate>Sun, 22 Jan 2017 22:46:57 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=2076</guid>
		<description><![CDATA[This is the new main feature of the exporter ! You will be able to setup mirror surfaces directly inside 3ds max. Available soon ! Stay tuned !]]></description>
			<content:encoded><![CDATA[<p>This is the new main feature of the exporter !<br />
You will be able to setup mirror surfaces directly inside 3ds max.</p>
<p><span id="more-2076"></span></p>
<p>Available soon ! Stay tuned !</p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/mirroring-surfaces.jpg"><img class="alignnone size-full wp-image-2077 colorbox-2076" title="mirror surfaces" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/mirroring-surfaces.jpg" alt="" width="1280" height="1024" /></a></p>
]]></content:encoded>
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		<slash:comments></slash:comments>
		</item>
		<item>
		<title>New demo track</title>
		<link>http://www.nawakiwi.com/new-demo-track/</link>
		<comments>http://www.nawakiwi.com/new-demo-track/#comments</comments>
		<pubDate>Mon, 16 Jan 2017 22:07:45 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[Demo Track]]></category>
		<category><![CDATA[RV Exporter]]></category>
		<category><![CDATA[Skitch2]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=2064</guid>
		<description><![CDATA[This is a teaser for the upcoming track we&#8217;re creating with Skitch2 !!! It will show most features the 3ds to Re-Volt exporter can do ! At least one new feature should be available in the exporter after the track <a href="http://www.nawakiwi.com/new-demo-track/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>This is a teaser for the upcoming track we&#8217;re creating with <strong>Skitch2</strong> !!!<br />
It will show most features the 3ds to Re-Volt exporter can do !</p>
<p>At least one new feature should be available in the exporter after the track will be finished ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_cool.gif' alt='8-)' class='wp-smiley colorbox-2064' /><br />
Meanwhile, enjoy the pics :<br />
<span id="more-2064"></span></p>

<a href='http://www.nawakiwi.com/new-demo-track/demo-track-wip1/' title='demo track wip'><img width="196" height="147" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/demo-track-wip1-196x147.jpg" class="attachment-thumbnail colorbox-2064 " alt="demo track wip" title="demo track wip" /></a>
<a href='http://www.nawakiwi.com/new-demo-track/demo-track-wip2/' title='demo track wip'><img width="196" height="147" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/demo-track-wip2-196x147.jpg" class="attachment-thumbnail colorbox-2064 " alt="demo track wip" title="demo track wip" /></a>
<a href='http://www.nawakiwi.com/new-demo-track/demo-track-wip3/' title='demo track wip'><img width="196" height="147" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2017/01/demo-track-wip3-196x147.jpg" class="attachment-thumbnail colorbox-2064 " alt="demo track wip" title="demo track wip" /></a>

]]></content:encoded>
			<wfw:commentRss>http://www.nawakiwi.com/new-demo-track/feed/</wfw:commentRss>
		<slash:comments></slash:comments>
		</item>
		<item>
		<title>3ds max to Re-Volt exporter</title>
		<link>http://www.nawakiwi.com/3ds-max-to-re-volt-exporter/</link>
		<comments>http://www.nawakiwi.com/3ds-max-to-re-volt-exporter/#comments</comments>
		<pubDate>Wed, 30 Mar 2016 17:50:26 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=1845</guid>
		<description><![CDATA[Welcome on the 3ds max to Re-Volt exporter page. The exporter is still in development and there can be remaining bugs. You can report these in the comments, or ask for new features ! Why another exporter ? Using this <a href="http://www.nawakiwi.com/3ds-max-to-re-volt-exporter/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>Welcome on the 3ds max to Re-Volt exporter page.</p>
<p>The exporter is still in development and there can be remaining bugs. You can report these in the comments, or ask for new features ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley colorbox-1845' /> <span id="more-1845"></span></p>
<h1>Why another exporter ?</h1>
<p>Using this you can directly edit and modify inside 3ds max, then all you have to do is click &#8220;export&#8221; to see the modifications inside ReVolt. Plus, there are a bunch of new features coming along such as:</p>
<ul>
<li>All collision properties available</li>
<li>Collision flags (object only/camera only)</li>
<li>Transparency gradients</li>
<li>Envmap gradients</li>
<li>Texture animations !!</li>
<li>Quad surfaces optimisations</li>
<li>And more !</li>
</ul>
<p>And of course all the existing features are still available (Lighting using vertex colors, doublesided polygons&#8230;)</p>
<h1>Download</h1>
<p><span><img class="size-full wp-image-1886 alignleft colorbox-1845" title="3ds2rv icon" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/3ds2rv_icon.png" alt="" width="54" height="54" /></span><a href="http://www.nawakiwi.com/download/revolt/misc/3ds2rv.zip">&gt;&gt; ReVolt Exporter &lt;&lt;</a><br />
Updated to Version 1.14<br />
January 8 2018</p>
<h2>Changelog :</h2>
<blockquote><p>1.14 &#8211; 8-January-18</p>
<ul>
<li>More useful Smoothing Group panel with surface properties</li>
<li>Setting a material ID of 99 (or more) on a polygon will set the polygon to be untextured ingame</li>
<li>Cleanup panel: the Search for &#8220;Zero edge&#8221; button will now select all the problematic vertices and all the problematic objects. You can also adjust the precision with the threshold value to fit your needs</li>
<li>Cleanup panel: you can filter by Smoothing Group to apply angle threshold on quads, allowing to triangulate only double sided quads for example</li>
<li>Fixed bug: in the texture animations properties, the final animation length was not always correct</li>
<li>Fixed bug: the Search for &#8220;Zero edge&#8221; button now works on invisible edges too</li>
</ul>
<p>1.13 &#8211; 5-February-17</p>
<ul>
<li>Added global scale multiplier !!</li>
<li>New option for PRM export: shiny by default</li>
<li>Env mapping is now defined in the same way for W and PRM</li>
<li>New surface definition: SG27 now define a Semi-transparent type, unaffected by mirrors !</li>
<li>Stats window now display file name and scale</li>
<li>Fixed bug: texture animation wasn&#8217;t fully exported if active animation range was smaller than the defined one</li>
<li>Fixed bug: PRM export using object pivot didn&#8217;t work properly !</li>
<li>New &#8220;Adjust animation range&#8221; function in texture animation modifier + reviewed UI with more infos</li>
<li>Removed custom SG flag 27: game crash when more than 1 car is on the surface !</li>
<li>Pivot point is now centered on Edit_Meshes when exporting *.w files for more accurate bounding box</li>
<li>Note: Global scale option in v1.12 Start Point helpers wont work. Replace by new ones !</li>
</ul>
<p>1.12 &#8211; 24-January-17</p>
<ul>
<li>Added mirror support : *.rim files can be exported</li>
<li>Added Start Point helper: useful to fill the *.inf file</li>
<li>Added: exporting mirrors along with world files (one button process !)</li>
<li>&#8220;Add Texture Animation&#8221; button selects last modified object</li>
<li>&#8220;Add Mirror&#8221; button also selects last modified object</li>
<li>Added help link</li>
</ul>
<p>1.11 &#8211; 4-August-16</p>
<ul>
<li>Fixed bug: *.w export was no longer possible without using texture animation</li>
</ul>
<p>1.10 &#8211; 29-June-16</p>
<ul>
<li>Modified the way texture animations are handled</li>
<li>Added texture animation modifier</li>
<li>Fixed bug for animation: coordinates were messed up</li>
<li>Fixed bug for animation pick button</li>
</ul>
<p>1.03 &#8211; 02-May-16</p>
<ul>
<li>Added functionnality &#8220;Reset pivot&#8221; for cleanup and convert functions</li>
<li>Fixed a bug when an object had no texture channel</li>
</ul>
<p>1.02 &#8211; 08-Apr-16</p>
<ul>
<li>Added statistics for export<br />
<img class="alignnone size-full wp-image-1926 colorbox-1845" title="export-statistics" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/03/export-statistics.jpg" alt="" width="189" height="38" /></li>
</ul>
<p>1.01 &#8211; 06-Apr-16</p>
<ul>
<li>Unified export : PRM and W export should now work exactly the same</li>
<li>Added &#8220;Keep quads&#8221; option for PRM export also to unify</li>
<li>Default window size is now longer</li>
<li>Added Backface culling display utilities</li>
<li>Added Hidden edges display utilities</li>
<li>Added bulk &#8220;Turn Edge&#8221; function to help with texture animation process</li>
</ul>
<p>1.0 &#8211; 29-Mar-16</p>
<ul>
<li><span style="font-weight: 300;">First release</span></li>
</ul>
</blockquote>
<h1>3ds max setup</h1>
<p>To install (or update) just drag and drop the 3ds2rv.mzp file over a running instance of 3ds max and follow the instructions as shown in the following video:</p>
<p><iframe src="https://www.youtube.com/embed/yr7bd_Y3SD0" frameborder="0" width="560" height="315"></iframe></p>
<p>By default you can no longer see both texture and vertex colors displayed in the 3ds max viewport but it&#8217;s possible by choosing any other display driver than &#8220;Nitrous&#8221;. Go inside the display driver configuration and change the driver, see video below:</p>
<p><iframe src="https://www.youtube.com/embed/jC_bt-ZU360" frameborder="0" width="560" height="315"></iframe></p>
<h1>F.A.Q., usage and known bugs</h1>
<h2>How to export</h2>
<p>Select any object you want to export into ReVolt, open up the exporter panel, and click on the export button. You can choose to export an object (instance) as prm, or an entire scene (world) as w.<br />
If you export large scenes/objects, the exporter may seems to hang (sometimes the progress bar freeze), just wait a few seconds and it should be fine.</p>
<h2>Smoothing Groups conversion table</h2>
<p>As with the ASE2RV tools, you can define surface properties using smoothing groups.</p>
<table style="background-color: #222; font-size: 12px;">
<tbody>
<tr style="background-color: #333;">
<th style="color: #bbb; min-width: 100px;">Smoothing Group</th>
<th style="color: #bbb; min-width: 120px;">Descriptive Name</th>
<th style="color: #bbb; min-width: 150px;">Surface ID</th>
<th style="color: #bbb;">Bumpy (relative units)</th>
<th style="color: #bbb;">Grip intensity (relative units)</th>
<th style="color: #bbb;">Particle color (if used)</th>
<th style="color: #bbb; min-width: 80px;">Skid color</th>
<th style="color: #bbb;">Skid sound</th>
</tr>
<tr>
<td>No SG Assigned</td>
<td>Default</td>
<td>0</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td style="background-color: #333;">Gray</td>
<td></td>
</tr>
<tr>
<td>1</td>
<td>Conveyor Up</td>
<td>16</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td>Ø</td>
<td></td>
</tr>
<tr>
<td>2</td>
<td>Conveyor Down</td>
<td>17</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td>Ø</td>
<td></td>
</tr>
<tr>
<td>3</td>
<td>Slow Conveyor 1</td>
<td>24</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td>Ø</td>
<td></td>
</tr>
<tr>
<td>4</td>
<td>Slow Conveyor 2</td>
<td>25</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td>Ø</td>
<td></td>
</tr>
<tr>
<td>5</td>
<td>Jaws</td>
<td>7</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #b74a4a;">3</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>6</td>
<td>Grippy</td>
<td>6</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #823434;">2</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>7</td>
<td>Shiny</td>
<td>8</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td>Ø</td>
<td></td>
</tr>
<tr>
<td>8</td>
<td>Grim Sunday</td>
<td>2</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td style="background-color: #111;">Dark Gray</td>
<td></td>
</tr>
<tr>
<td>9</td>
<td>Trick</td>
<td>3</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #223746;">-1</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>10</td>
<td>Evil Trick</td>
<td>11</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #223746;">-1</td>
<td>Ø</td>
<td style="background-color: #333;">Gray</td>
<td></td>
</tr>
<tr>
<td>11</td>
<td>Conspiracy</td>
<td>9</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #34556d;">-2</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>12</td>
<td>Evil Conspiracy</td>
<td>5</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #34556d;">-2</td>
<td>Ø</td>
<td style="background-color: #333;">Gray</td>
<td></td>
</tr>
<tr>
<td>13</td>
<td>Super Slippy</td>
<td>21</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #6396bb; color: #000;">-4</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>14</td>
<td>Mega Slide</td>
<td>10</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #a3cae6; color: #000;">-5</td>
<td>Ø</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>15</td>
<td>Bone Shaker</td>
<td>13</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td>Ø</td>
<td style="background-color: #333;">Gray</td>
<td></td>
</tr>
<tr>
<td>16</td>
<td>Grass</td>
<td>12</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #47789c; color: #ddd;">-3</td>
<td style="background-color: #1a8817; color: #ccc;">Green</td>
<td style="background-color: #1a8817; color: #ccc;">Green</td>
<td></td>
</tr>
<tr>
<td>17</td>
<td>Flower Field</td>
<td>4</td>
<td style="background-color: #212b29;">0</td>
<td style="background-color: #47789c; color: #ddd;">-3</td>
<td style="background-color: #f1e7bc; color: #000;">Cream</td>
<td style="background-color: #70e46d; color: #000;">Light Green</td>
<td></td>
</tr>
<tr>
<td>18</td>
<td>Gravel</td>
<td>15</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td style="background-color: #111;">Black</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>19</td>
<td>Pebbles</td>
<td>14</td>
<td style="background-color: #2f6f60;">2</td>
<td style="background-color: #542424;">1</td>
<td style="background-color: #111;">Black</td>
<td style="background-color: #555;">Light Gray</td>
<td></td>
</tr>
<tr>
<td>20</td>
<td>Lord Muck</td>
<td>19</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #823434;">2</td>
<td style="background-color: #3a2714;">Brown</td>
<td style="background-color: #3a2714;">Brown</td>
<td></td>
</tr>
<tr>
<td>21</td>
<td>Manor Born</td>
<td>18</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #542424;">1</td>
<td style="background-color: #3a2714;">Brown</td>
<td style="background-color: #3a2714;">Brown</td>
<td></td>
</tr>
<tr>
<td>22</td>
<td>Lady Muck</td>
<td>20</td>
<td style="background-color: #264840;">1</td>
<td style="background-color: #223746;">-1</td>
<td style="background-color: #3a2714;">Brown</td>
<td style="background-color: #3a2714;">Brown</td>
<td></td>
</tr>
<tr>
<td>23</td>
<td>SG23 collision flag</td>
<td>Custom !</td>
<td>(will add missing IDs desc here &#8211; 1/22/23/26/27)</td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr style="background-color: #333;">
<th style="color: #bbb;">Smoothing Group</th>
<th style="color: #bbb;">Extras</th>
<th style="color: #bbb;">Possible uses include:</th>
<th style="color: #bbb;"></th>
<th style="color: #bbb;"></th>
<th style="color: #bbb;"></th>
<th style="color: #bbb;"></th>
<th style="color: #bbb;"></th>
</tr>
<tr>
<td>24</td>
<td>Objects Only</td>
<td>Dont collide with camera</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>25</td>
<td>Camera Only</td>
<td>Camera only, + shadows</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>26</td>
<td>Texture Animation</td>
<td>Not available for .prm</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>27</td>
<td>Semi-transparency On</td>
<td>Unaffected by mirrors</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>28</td>
<td>Additive Transparency</td>
<td>Glow, special effects</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>29</td>
<td>Invisible</td>
<td>Low poly .ncp model</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>30</td>
<td>Environment On</td>
<td>Glossiness</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>31</td>
<td>Double Sided Poly</td>
<td>Visuals only, solid on one side only</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>32</td>
<td>No Collision</td>
<td>High poly texture model, deliberate holes</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<p>You can also convert any track that was meant to be exported using the ASE2RV tools by a simple click. Open the &#8220;Convert ASE2RV objects&#8221; panel and choose either the Morph or Ali table. That&#8217;s it, ready for export. Note that using Ali table conversion, if you made any shiny or transparent material, you&#8217;ll need to manually apply these settings on the objects. To do this, just select the faces and change the vertex alpha (=transparency) and illumination (=envmap color) values.</p>
<h2>If anything goes wrong during export, delete the layer named &#8220;Re-Volt Export Layer&#8221;</h2>
<p>When exporting the objects are cloned to apply necessary modifications and put on an new layer named &#8221;Re-Volt Export Layer&#8221; (see <em>layer manager</em>)</p>
<p><img class="alignnone size-full wp-image-1887 colorbox-1845" title="revolt export layer" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/revolt-export-layer.jpg" alt="" width="422" height="218" /></p>
<p>This way, even if a bug occurs and you unintentionally save your scene, all you have to do to repair it is delete the layer named &#8220;Re-Volt Export Layer&#8221; along with every object it contains.</p>
<h2>3ds scene setup: backface culling + edges only</h2>
<p>Faces in Re-Volt are one-sided by default. If they are doublesided in the viewport activate the &#8220;backface culling&#8221; option. A good practice is to turn on the &#8220;backface cull on object creation&#8221; 3ds max&#8217;s option<br />
(Customize-&gt;Preferences&#8230;-&gt;Viewports).</p>
<h2>Lighting and vertex colors</h2>
<p>To show vertex colors in the viewport you must disable Hardware Lighting and not use the Nitrous display driver.</p>
<h2>How to keep &#8220;quad&#8221; faces (4 sided)</h2>
<p>Just turn on the &#8220;Keep quads&#8221; option.</p>
<p>Sometimes 4-sided faces are divided into 2 triangles because they are not completely flat (coplanar). To force a 4-sided face to be exported as a quad, just make it &#8220;doublesided&#8221;. This is particularly useful when dealing with texture animations.</p>
<p>You may also change the maximum angle between 2 triangles threshold. Try to keep this value very very low, visual glitches may appear as you increase it.</p>
<p>You may force a triangulated export of any object by adding an &#8220;Edit Mesh&#8221; modifier.</p>
<h2>Texture animation orientation</h2>
<p>To change the animation orientation on a quad just turn the middle edge. Every time you turn the edge you turn the orientation by one quarter turn more.</p>
<h2>Bug you may experience using &#8220;Keep quads&#8221; option: a face may have no collision</h2>
<p>This is a bit tricky to explain, but to avoid any bug just add a middle edge when 2 edges on a 4-sided face are almost colinear (or more than 4-sided).</p>
<p><img class="alignnone size-full wp-image-1888 colorbox-1845" title="quads bug" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/quads-bug.jpg" alt="" width="445" height="554" /></p>
<p>Note : the above example is exaggerated. For this bug to occur the 2 edges would have to be perfectly colinear, but better be safe than sorry.</p>
<p>You may also force a triangulated export of any object by adding an &#8220;Edit Mesh&#8221; modifier, wich will automatically solve any bug.</p>
<p>A good practice would be to add an extra middle edge on every non-convex face.</p>
<h2>Zero edge bug.</h2>
<p>Sometimes after export unexplained visual bugs appears (distorted envmap, invisible collision wall&#8230;) that may be caused by edges that have a length of zero. To solve the problem select the objects to export and click &#8220;Search for &#8220;Zero edge !&#8221;. If any zero edge is found the object in question will be automatically selected. Select all vertices and use a &#8220;weld&#8221; with a very low value !</p>
<p>You may try to see where the problem lies by looking at the object from &#8220;behind&#8221;.</p>
<h2>Statistics</h2>
<p>You can have a preview of what&#8217;s exported using the &#8220;Stats&#8221; option.</p>
<p><img class="alignnone size-full wp-image-1927 colorbox-1845" title="export-statistics2" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/03/export-statistics2.jpg" alt="" width="452" height="287" /></p>
<p>Here&#8217;s a list of currently known limits (Thanks to <a title="Huki" href="http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2192" target="_blank">Huki</a> for these infos) :</p>
<ul>
<li><span style="font-weight: 300;">16383 solid polygons ( = polyhedrons) (65535 since RV1.2)</span></li>
<li><span style="font-weight: 300;">1400 transparent polygons visible at the same time (note that &#8220;additive&#8221; polygons are taken into account)</span></li>
<li><span style="font-weight: 300;">4000 envmapped polygons visible at the same time</span></li>
<li><span style="font-weight: 300;">16 texture animations (no limit since RV1.2 &#8211; Alpha 12.0405)</span></li>
</ul>
</blockquote>
]]></content:encoded>
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		<title>Re-Volt exporter V1, and new collision flags !</title>
		<link>http://www.nawakiwi.com/re-volt-exporter-v1-and-new-collision-flags/</link>
		<comments>http://www.nawakiwi.com/re-volt-exporter-v1-and-new-collision-flags/#comments</comments>
		<pubDate>Wed, 06 Jan 2016 18:07:08 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=1812</guid>
		<description><![CDATA[New 3ds to Re-Volt exporter made it to its v1, and there is now a new unplanned feature ! <a href="http://www.nawakiwi.com/re-volt-exporter-v1-and-new-collision-flags/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>New 3ds to Re-Volt exporter made it to its v1, and there is now a new unplanned feature :</p>
<ul>
<li>Collision can now be set to &#8220;Object only&#8221; or &#8220;Camera only&#8221; on any polygon !</li>
</ul>
<p>I will add a download very soon, as I never made any script available to public I don&#8217;t know how to package it. But since it&#8217;s already working quite well, I thought I would explain some features !</p>
<p>So here it is, the brand new 3ds to Re-Volt exporter :</p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1.jpg"><img class="alignnone size-medium wp-image-1814 colorbox-1812" title="export script v1" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-352x264.jpg" alt="" width="352" height="264" /></a></p>
<p>&nbsp;</p>
<p>It is using Smoothing Groups to define surface properties, in a very similar way as the ASE2RV tools does. The conversion table is based on the -morph conversion table.</p>
<p>There are several parts in the toolset :</p>
<p><img class="alignnone size-full wp-image-1815 colorbox-1812" title="export script v1 utilities" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-utilities.jpg" alt="" width="198" height="162" /></p>
<p>The &#8220;Utilities&#8221; rollout allow you to quickly show every vertex color information : Color (vertex color), Alpha (new feature to set transparency !), and Illumination channel (new feature to set Envmap color !).</p>
<p>It also allow you to visualize any vertex color information by disabling material display in viewport !</p>
<p><img class="alignnone size-full wp-image-1816 colorbox-1812" title="export script v1 ase2rv" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-ase2rv.jpg" alt="" width="198" height="125" /></p>
<p>The &#8220;Convert ASE2RV objects&#8221; rollout allow you to quickly convert pre-existing objects made for the ASE2RV tools by adjusting the Smoothing Group values and applying transparency.</p>
<p><img class="alignnone size-full wp-image-1817 colorbox-1812" title="export script v1 cleanup" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-cleanup.jpg" alt="" width="198" height="114" /></p>
<p>The &#8220;Cleanup objects&#8221; rollout can perform a resetXform, convert to editable poly and reduce to quads (keep only triangles and quads) operations with a single click !</p>
<p><img class="alignnone size-full wp-image-1818 colorbox-1812" title="export script v1 sg" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-sg.jpg" alt="" width="198" height="146" /></p>
<p>The &#8220;Quick Smoothing Groups&#8221; can be used to quickly test some surface properties on selected objects.</p>
<p><img class="alignnone size-full wp-image-1819 colorbox-1812" title="export script v1 prm" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-prm.jpg" alt="" width="198" height="130" /></p>
<p><img class="alignnone size-full wp-image-1820 colorbox-1812" style="font-weight: 300;" title="export script v1 w" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2016/01/export-script-v1-w.jpg" alt="" width="198" height="118" /></p>
<p>Instance and World export : you can choose to export any object to an instance or world. Smoothing Group 23 allow you to use a custom collision flag (since every collision flag is not available using Smoothing Groups 0 to 22).</p>
<p>Next main feature will be :</p>
<ul>
<li>Texture animation export</li>
</ul>
<p>I will also investigate about transparency, since too much transparent polygons in a track tend to make visual glitches and I dont know the limit yet, + a bunch of small features to make the exporter more user-friendly !</p>
<p>See you soon ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_mrgreen.gif' alt=':mrgreen:' class='wp-smiley colorbox-1812' /> </p>
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		<title>Re-Volt exporter and Envmap : some news !</title>
		<link>http://www.nawakiwi.com/re-volt-exporter-and-envmap-some-news/</link>
		<comments>http://www.nawakiwi.com/re-volt-exporter-and-envmap-some-news/#comments</comments>
		<pubDate>Mon, 28 Dec 2015 22:31:39 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=1799</guid>
		<description><![CDATA[The 3ds to Re-Volt exporter is almost done ! *prm, *w and *ncp export is already finished ! And absolutely amazing news : Re-Volt does support envmap gradient !! What does that mean ? That it is now possible to <a href="http://www.nawakiwi.com/re-volt-exporter-and-envmap-some-news/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>The 3ds to Re-Volt exporter is almost done ! *prm, *w and *ncp export is already finished ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley colorbox-1799' /> </p>
<p>And absolutely amazing news : Re-Volt does support envmap gradient !!<span id="more-1799"></span></p>
<p>What does that mean ? That it is now possible to create gradient using the reflection effect (known as environment mapping), here&#8217;s an example :</p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export1.jpg"><img class="alignnone size-thumbnail wp-image-1800 colorbox-1799" title="envmap export" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export1-196x147.jpg" alt="" width="196" height="147" /></a></p>
<p>The image on the left show the object in 3ds with colors, and on the right the result in Re-Volt. There&#8217;s only one big polygon in the middle, and a great gradient appears !</p>
<p>Two more views to show the effect :</p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export2.jpg"><img class="alignnone size-thumbnail wp-image-1801 colorbox-1799" title="envmap export" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export2-196x147.jpg" alt="" width="196" height="147" /></a> <a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export3.jpg"><img class="alignnone size-thumbnail wp-image-1802 colorbox-1799" title="envmap export" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/env-export3-196x147.jpg" alt="" width="196" height="147" /></a></p>
<p>So here are the features for the new exporter :</p>
<ul>
<li>Support surface definition using Smoothing Groups (-morph equivalent)</li>
<li>Color, alpha and envmap super-easy to modify in 3ds</li>
<li>Texture support as with ase2rv tools</li>
<li>At least one new collision property ! (tests on their way)</li>
<li>And of course, texture animations is the next step ! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_mrgreen.gif' alt=':mrgreen:' class='wp-smiley colorbox-1799' /> </li>
</ul>
<p>See you soon !</p>
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		<item>
		<title>3dsmax &#8211; Re-Volt exporter !</title>
		<link>http://www.nawakiwi.com/3dsmax-re-volt-exporter/</link>
		<comments>http://www.nawakiwi.com/3dsmax-re-volt-exporter/#comments</comments>
		<pubDate>Wed, 09 Dec 2015 12:54:07 +0000</pubDate>
		<dc:creator>TweaK</dc:creator>
				<category><![CDATA[All News]]></category>
		<category><![CDATA[Re-Volt]]></category>
		<category><![CDATA[RV Exporter]]></category>

		<guid isPermaLink="false">http://www.nawakiwi.com/?p=1779</guid>
		<description><![CDATA[Hot new exporter for ReVolt ! <a href="http://www.nawakiwi.com/3dsmax-re-volt-exporter/">Continue reading&#8230;</a>]]></description>
			<content:encoded><![CDATA[<p>To export a Re-Volt mesh, there&#8217;s a set of programs named RVTMOD. Lots of useful tools, but there are some missing features !</p>
<p>IT&#8217;S OVER !! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley colorbox-1779' />  <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_mrgreen.gif' alt=':mrgreen:' class='wp-smiley colorbox-1779' /> </p>
<p>Export is now done from inside 3ds max, transparency is 100% supported, EnvMap (glossiness effect) and animations are on the todo list !!</p>
<p>Thus the new exporter will take care of :</p>
<ul>
<li><span style="font-weight: 300;">textures</span></li>
<li><span style="font-weight: 300;">vertex colors</span></li>
<li><span style="font-weight: 300;">vertex alpha</span></li>
<li><span style="font-weight: 300;">env colors</span></li>
<li><span style="font-weight: 300;">texture animations (it&#8217;s planned !)</span></li>
<li><span style="font-weight: 300;">and more !</span></li>
</ul>
<p>Here&#8217;s one of the early export tests with transparency gradients on an ice bridge ! For now, the exporter can generate *.prm files (in-game instances) with per-object surface properties  <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley colorbox-1779' /> </p>
<p><a href="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/export-transparency.jpg"><img class="alignnone size-thumbnail wp-image-1783 colorbox-1779" title="script export transparency" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/export-transparency-196x147.jpg" alt="" width="196" height="147" /></a></p>
<p>Next to come is a modifier allowing per-poly properties (with quads support !), here&#8217;s an overview ! ^^</p>
<p><img class="size-full wp-image-1784 alignleft colorbox-1779" title="export script visual properties" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/export-script-visual.jpg" alt="" width="173" height="199" /><img class="size-full wp-image-1785 alignnone colorbox-1779" title="export script collision properties" src="http://www.nawakiwi.com/backstage/wp-content/uploads/2015/12/export-script-collision.jpg" alt="" width="173" height="781" /></p>
<p>Collision properties order is about the same as the -morph command switch table (ase2w.exe and ase2prm.exe from RVTMOD), so people used to it should quickly find their marks (properties are also summarized on the right side).</p>
<p>More infos very soon !! <img src='http://www.nawakiwi.com/backstage/wp-includes/images/smilies/icon_wink.gif' alt=':wink:' class='wp-smiley colorbox-1779' /> </p>
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