
All tutorials written by Aavenr. Please don't reproduce without letting me know first.
Max Payne is a trademark of 3D Realms Entertainment. MAX-FX Technology is a registered trademark of Remedy Entertainment Ltd. All other trademarks are the property of their respective owners.
Copyright © 2002-2003 Site Design/Content by Resiux-Aavenr
This
part of the site has to do with Remedy's kickass level editor, MaxED, as well
as the Max FX technology. Since there are already very good basic tutorials
by Remedy and a bunch of user written material that covers pretty much the
same stuff Remedy does, I decided it would be wiser to add some stuff you
will probably won't find anywhere else. Most of the following articles are
intermediate/advanced ramblings on the Max FX tech which I wanted to share
with fellow modders. They are not intended to guide you by the hand through
the Max FX basics (there's already plenty of that available). Just think of
them as a very good complement to the Remedy tutorials. Anything you don't
understand or consider inaccurate or plain wrong, just drop me a line at aavenr@3dactionplanet.com.
>Use the alternate versions if you experience layout problems.
Article Index
[Added 2/2/03] “Exit Visibility Optimization”::..Detailed explanation on how exit visibility optimization works in Max FX and the whole philosophy behind the ‘rooms and exits’ approach in MaxED. Useful for geometry mappers who want to optimize their exit placement skills learn how to plan performance-wise levels adequately.
[Alternate Version] : “Exit Visibility Optimization”
[Added 6/2/03] “Backface Culling and Room Modelling”::..Interesting detailed look into the backface culling feature that was briefly mentioned on the official tutorials and the limitations it imposes when modelling geometry in MaxED. It’s a crucial read for MaxED newbies in order understand how to adequately model ‘top level’ geometry (rooms). This article may also be appealing to experienced mappers that want to know more ‘behind the scenes’ info on the Max FX tech.
[Alternate Version] : “Backface Culling and Room Modelling”
[Added 6/2/03] “Boolean Operations and Geometry Modelling”::..Several issues on boolean ops and modelling not covered on the official tutorials are discussed here. Not absolutely essential, but every geometry modeller will benefit from reading thisl.
[Alternate Version] : “Boolean Operations and Geometry Modelling”
[Added 2/2/03] “Animation Replacement and Coding Basics”::..Very extensive article covering the basics of the Max FX character animation coding and which emphasizes on how to replace the default custom idle animations. Good read for wannabe coders and level designers alike.
[Alternate Version] : “Animation Replacement and Coding Basics”