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- #Red alert 3 code in registry how to
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Bind the model to the WWSkin object with the Bind to Space Warp tool. Drop a WWSkin object into the scene and add all the collision bones to the bone list. Repeat this process so that every chunk of debris has a Box primitive around it. Because the geometry of the box won’t be exported with the model, you may put whatever material you want on the Box primitives being used as bones. You may notice the material I have on the box in the picture. In this model there are four fins, so when I clone the volume to form the collision bone for the next fin, Max will auto name it COL_FIN_02. In Max, when you clone an object (by holding ‘shift’ when you move it), Max will automatically increment the number at the end of the name. For me, I use the following convention to name bones: first, I start all bone names COL_ (this way all the bones used for volume bones will be grouped together in object lists) next I give it a name that tells me what it is, in the pictured example: FIN_ (this lets me know this is one of the fins of the model) finally I end the name with 01. I recommend using a name that gives you an idea of what part of the debris this bone is bound to this will be useful later. This name will be used as the bone name in the code. DO NOT use the ‘Select and Scale’ tool to modify the shape of the Box, this will not work with the script. Select a chunk of debris to start with and move and rotate the box as well as modify the Box’s Length, Width, and Height properties in the Modify tab to approximately fit the box around the chunk of the debris. DO NOT change the Box into an Editable Poly or mesh or else the script will not work. You’ll be using Box primitives as bones the script derives volume information from the name and properties of the Box primitive. I also recommend setting the Reference Coordinate System to “World” instead of “View” so that the chunks will move along the axis you are typing in regardless of which viewpoint you have selected.Īfter you’ve divided the debris how you want it, select the Box primitive and create a box in the top view.
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I recommend using an easy number to remember for each of the chunks, like a multiple of ten. The best way to separate the chunks is to use the Move Transform Type-In dialog box which you can open by right-clicking the Select and Move button at the top of the screen. In order to speed up the making of this tutorial, I simply used quick cut to slice the model into pieces. Starting with your model, subdivide it however you wish into "chunks" of rubble, and separate them.
#Red alert 3 code in registry how to
This tutorial is not about how to model in 3DS Max, so I'm going to assume you have some Max skills at this point. Now it's time to start setting up the actual collapse model. Drag the script from the Actions on the left to a menu location on the right, and it should now appear under that menu in Max and you’re ready to use it. Find the script from the list of actions listed on the left - it’s in the category “Calculator,” which isn’t a normal 3DS Max category, so it should be the only one listed there.
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By default, Main Menu Bar is selected on the right although you’re free to put the script where you want, I recommend putting it somewhere in the Main Menu bar personally, I put it under the Tools menu. In the new window that opens, go to the ‘Menus’ tab. To do this, in the tool bar go to Customize > Customize User Interface. This type of script is called a Macro script, which means it is launched from the tool bar, so you must now customize your 3DS Max tool bar to include the script. Alternatively, if you put the MaxScript in the \Scripts\Startup folder, then the script will be executed on startup and you won’t need to manually run it. Start up 3DS Max and in the toolbar, go to MAXScript > Run, navigate to where you put the script, and run it. You can put the script wherever you want however, MaxScripts are generally put in the \Scripts folder.
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#Red alert 3 code in registry download
First things first: this tutorial utilizes a Max script I wrote to auto generate needed XML code, so before you begin, you’ll need to download it by clicking here. Welcome to my tutorial on how to create collapse models for Red Alert 3.