pType | Vertex Color | Smooth | Texture | Alpha Source | Opacity | |
2 |
Single | None | None | N/A | 100 | |
3 |
Single | Facet | None | N/A | 100 | |
4 |
Per Vertex | None | None | N/A | 100 | |
5 |
Per Vertex | Smooth Group | None | N/A | 100 | |
6 |
Single | None | Bitmap | None (Opaque) | 100 | |
7 |
Single | Facet | Bitmap | None (Opaque) | 100 | |
8 |
Per Vertex | None | Bitmap | None (Opaque) | 100 | |
9 |
Per Vertex | Smooth Group | Bitmap | None (Opaque) | 100 | |
10 |
Single | None | Bitmap | RGB Intensity | 100 | |
11 |
Single | Facet | Bitmap | RGB Intensity | 100 | |
12 |
Per Vertex | None | Bitmap | RGB Intensity | 100 | |
13 |
Per Vertex | Smooth Group | Bitmap | RGB Intensity | 100 | |
14 |
Single | None | None | N/A | < 100 | |
15 |
Single | Facet | None | N/A | < 100 | |
16 |
Per Vertex | None | None | N/A | < 100 | |
17 |
Per Vertex | Smooth Group | None | N/A | < 100 | |
18 |
Single | None | Bitmap | Image Alpha | < 100 | |
19 |
Single | Facet | Bitmap | Image Alpha | < 100 | |
20 |
Per Vertex | None | Bitmap | Image Alpha | < 100 | |
21 |
Per Vertex | Smooth Group | Bitmap | Image Alpha | < 100 | |
22 |
Single | None | Bitmap | RGB Intensity | < 100 | |
23 |
Single | Facet | Bitmap | RGB Intensity | < 100 | |
24 |
Per Vertex | None | Bitmap | RGB Intensity | < 100 | |
25 |
Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 | |
26 |
Single | None | Bitmap | Image Alpha | 100 |
All vertices use the same color i.e. there is no vertex color channel in max.
Either a vertex paint modifier or vertex colors have been changed in the edit poly.
When the face is not part of a smooth group. Select the face in edit mesh/poly and then in the smooth groups no group is selected.
The material the face is using has Faceted turned on. These faces have shading normals but the vertices do not, hence the surface isnot smooth.
The face is belongs to a smooth group.
The materials diffuse color does not use a texture.
The materials diffuse color uses a Bitmap texture. Name files 0000-9999 for them to be exported correctly.
Use for non see through surfaces. RGB Intensity: Use for colorkey surfaces.
Use for the textures alpha channel.
Note:
Image Alpha may not be available with some file formats.
The material opacity value.
A surface that uses texture 9999 for Render To Texture surfaces e.g. cockpit displays simply assign a material to the object that uses a bitmap texture with a file named 9999.dds
Note:
You should never export this texture in the object folder… This is a virtual texture.