How to setup a mult/sub-object material for .cgf files
From Blue Mars Developer Guidebook
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Contents |
Requirements
- 3ds Max 2008 and above
- CryENGINE2 Exporter plugin for 3ds Max downloaded from the Downloads section of the developer MyPage.
- One of the Blue Mars Sandbox Editors (City, Block, Shop, Item, Cloth, or Furniture).
Creating A Multi/Sub-Object Material In 3ds Max
- Open 3ds Max.
- Open Max's the material editor (m on keyboard).
- Select a material slot.
- Hit the material type button (Standard by default).
- Select "Multi/Sub-Object" from the Material/Map Browser.
- Hit OK in the Material/Map Browser.

- Name your Multi/Sub-Object material something unique.
- Define the number of sub-materials used.
- Assign Crytek shaders to the sub-materials.
- Set the proxy's sub-material physicalized setting to "Physical Proxy (No Draw)"
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Assigning A Multi/Sub-Object Material In 3ds Max
- Select the object you want to assign the material to.
- Select the material that you want to use in Max's Material Editor's slots.
- Hit the "Assign Material To Selection" button.

- The Item's material is now assigned, and the .cgf can be exported using the CryENGINE2 Exporter.
Creating A Multi Material In Blue Mars Sandbox Editors' Material Editor
- Open one of the editors.
- Open the .cgf file exported from the previous steps.
- Open the Material Editor in the Blue Mars Sandbox Editor opened.
- In the material editor, browse to location of the .cgf file and there should be a material file with the name supplied from 3ds Max's material editor.
- Right-click the material and select "Create Multi Material From This"

- Then browse to the location where you want to store the .mlt, give it a name other then the name displayed in the material editor (a bit of a buggy step), and hit OK.

- Now right-click again on the Multi-Material in the Material Editor and select "Set Number Of Sub-Materials"

- Enter the desired number of sub-materials and hit OK.

Note: The sub-material numbers in the Blue Mars Sandbox Material Editor directly correlate with the sub-material numbers in Max's Material Editor.
- The Multi Material is now ready for editing.





