The update allows you to choose not to export a .JMS, saving loads of time. It also now supports non-recursuive compositetexturemaps, and will extract the names of diffuse maps, detail maps and bump maps, writing them all to the shader environment tag.
You can also now edit the names of any shaders or bitmaps by writing in the dropdown boxes. This will not modify the original .HMP file, but when you export to shaders the changes will take effect. You still need to match the names of the bitmap tags you've created, and the shader names in the .JMS file. The edit feature is designed to correct mistakes or to remove shader symbols like render-only or two-sided (!, #, $, etc.)Overview
This is a two-piece software that allows exporting of shader names and accompanying diffuse map names from 3DS max, which are then compiled into shader_environment tags. This means you no longer have to manually setup all your shaders before importing your BSP or other geometry into Halo.
The first piece is an update to the maxscript BlueStreak JMS exporter, which is now called JMS+. This update exports material name and diffuse bitmap filenames to an external text-based file format (.HMP). This is a direct derivative of 1.0.3, and does not modify the marker_size as another 1.0.4 version did.
The second piece is the Fudd Shader Tool, which creates Halo-format shader tags from user-entered information and the exported .HMP files.
The Download should include;
Fudd Libs > AppearancePak.dll
The 3D model must be setup in a way that is bluestreak exportable (multi-material linked to "FRAME"), and any shader that isn't +sky should have a diffuse map or be removed before exporting the material format. The .HMP material format is independent of the .JMS file and they do not need to match in order to compile the shaders inside the .HMP material list. You do not need to use JMS+ to export your geometry for it to be compatible with the shaders exported by Fudd.Brief Tutorial
Open your geometry in 3DS max, and run the included JMS+.ms maxscript file.
Make sure that "Export a Fudd Material" is selected, and click Export Data. You will first be asked to save the .JMS file, and then will be asked to save a .HMP file. The .HMP file is the format Fudd uses to save the shader and bitmap names (an extremely basic text format.)
Once this has saved, copy all of the bitmaps into a single folder, and compile them with TOOL.EXE.
Once these have been compiled, open the Fudd.exe program, and select the three folders it requires. Tags is your TAGS folder, Bitmaps is where you saved the compiled bitmap tags(needs to be a single folder), and Shaders is where the shader_environment tags will be exported to.
After selecting the 3 paths, hit the button to load your HMP file. All the shaders and bitmaps will be loaded into the boxes below. You can select any shader in the map and reassign the bitmap it uses with the dropdown menu. This will not save to the .HMP file, but will allow you to correct or change any diffuse maps to other shaders.
Once you're satisfied, hit the Compile button. This will save the .shader_environment tags to the folder you selected for shaders.Known "Bugs" or Important Info:
Only the +sky material can lack a diffuse map, all other shaders must have one or the JMS+ export will fail.
You can type the tag paths into the text boxes instead of using the buttons, but be CERTAIN that the last character is a \
. "D:\halo\tags\" is good, "D:\halo\tags" will cause a filename/filepath bug.
The Fudd program will not overwrite existing shaders, and may crash if it tries to export to a directory where a shader file of the same name exists. It should skip them, but may crash.
The Fudd program currently only supports the .shader_environment format, but will be updated at later dates to include other types. The JMS+.ms plugin will not need updates to support other formats.
JMS+.ms no longer supports GMAX, and the GUI has been streamlined to remove superfluous or outdated elements.Other
Credit to CtrlAltDestroy and TheGhost for the JMS exporter I modified, credits to Moses of Egypt for documents on shader info which, while not used in this version, will be used to add further shader support in future updates.
This software is in an extremely early phase and no guarantees can be made about the stability of it's code. Please report and errors or unusual behavior to this thread so that updates can be made.Old Version DownloadEdited by DeadHamster on May 9, 2017 at 06:19 PM