HEY WE UPDATED OUR CLIENT TO A NEWER VERSION AS OF 7/9/19. THIS IS IMPORTANT BECAUSE IT MEANS THE OLD ONE NO LONGER WORKS. PLEASE REDOWNLOAD THE GAME AS THE OLD CLIENT IS NO LONGER SUPPORTED.

GENERAL:
* File must be a .MAX file
* All textures must be in the same folder than the .max file.
* Maximum texture size must be 512x512 unless specifiend and justified
* Meshes must be EDITABLE MESH, not EDITABLE POLY
* Material ID of all the faces must be 1

MAP:
The following objects will use a BoxGizmo object to place them in the scene. 

* BoxGizmo [Length, Height, Width] (Keep in mind the BoxGizmo acts as a hitbox, the model is compeltely separate) DO NOT ROTATE THE BOX GIZMOS, JUST EDIT THE THREE PARAMETERS
 

[TEAM SPAWNS]

* Names of the gizmos must be called alpha_spawn_pos_XX or beta_spawn_pos_XX, where XX is the number of the spawn. For example: "alpha_spawn_pos_01", "alpha_spawn_pos_02", "beta_spawn_pos_01", "beta_spawn_pos_02"

* Spawn gizmos must be around 100 GENERIC UNITS from the floor. 

* The LOCAL Y Axis of the gizmo will tell you in the direction the player will spawn (Set your coordinate system to Local to see the proper direction)

 

[BALL SPAWN]

* Ball spawn name must be ball_spawn_pos

* BoxGizmo size must be [100, 100, 100]

 

[GOALPOSTS]

* Goalpost's BoxGizmo size must be [300, 300, 125.4] --- Alpha goalpost box must be called alpha_net --- Beta goalpost box must be called beta_net

* Alpha goalpost box must be called alpha_net

* Beta goalpost box must be called beta_net

 

[DEATHZONES]

* Deathzones are zones where you character will die automatically. These are also BoxGizmos. The size of the gizmo will be what you need to touch to die. These can be called alpha_limited_areaXX or beta_limited_areaXX. If it's called alpha, beta people will die, and alpha people will reset, and viceversa.

 

[COLLISION]

* Collision consists in two meshes:
-oct_land_ground: Where the character will walk/walljump/etc.

-oct_weapon: Where the bullets/anchor will collide.

(Normally both will be the same mesh, unless you want to recreate something like a net, where you can shoot through, but not walk past it. These segments would have oct_land_ground, but not oct_weapon.)

 

[BLAST (BREAKABLE OBJECTS)]

* Blasts are objects that the user can break, and will follow the following hierarchy: Bone > Mesh > Collision Mesh

* You can put several meshes inside the same bone, and they will have the same properties (HP, Spawn time...)

* All meshes MUST have their collision mesh as children, and this collision mesh must have "oct_" as a prefix in the name. Example: (Bone) blast2_cars > car0 > oct_car0 car1 > oct_car1

* You can create a bone by writing the following command in the maxscript listener (F11): b = bone name:"blast2_car" (Note: The bone must have blast2 as prefix).

 

[ATEX & ETEX]

* You can make the game swap the textures of the model depending on the team you are. for this you will need two textures with the exact name, but one ending in "_atex" and the other one ending in "_etex", being atex your team (Ally texture), and etex the enemy team (Enemy texture). This does also apply to clothes and weapons.

* To do this in a map do the following:

1. Rename a model to have the string "alphateam" or "betateam" somewhere in the name (Example: "wall01_alphateam"

2. Use an _atex texture in that model, (MUST BE _atex!).

3. The game will swap automatically to _etex depending on the team you are and the tag the model has.
 

[TEXTURE RESOURCES]

All files for development can be publicly downloaded on the discord, they will not be posted here.

 

[MAP TEMPLATE]

All files for development can be publicly downloaded on the discord, they will not be posted here.

 

SETS:

To produce new sets, you will have to use the .max templates provided. You must make sure the set fits with the rest of the clothes, which is why we have provided the summer set, so if you are making clothes, make sure each separate part of the set you met (implying you are making a full thing), fits with the template provided.

* We WON'T Skin the set for you, so make your own skin with THOSE BONES, and nothing else. The bones must not be moved, or renamed by any means.

There isn't a lot to explain here, if you know how to model and skin, this is all on yourself only a few things:

* Each part of the set must be it's own separate mesh with it's own skin, don't put both shirt or pants together as a single mesh, else we can't put it in. 

* If you are making only a part of clothes, as in, only pants, or shirt, you don't need to have the whole skeleton in the scene, only those that you need, but you should keep them to compare it to the summer set, as previously stated.

* HAIR, FACES, and (head)ACCESSORIES must be parented to a dummy called "Hair_Bone_Dummy". This dummy is attached to the "Bip01 Head" bone. Below you will have both male and female templates.

* Note: If textures are missing when opening the .max, you can either drag them in or set a new folder with the textures when it asks you to do so when opening the file.

 

[BIPED FILES]

All files for development can be publicly downloaded on the discord, they will not be posted here.

 

 

 

S4MAX Community Devlopment Guide

Are you a bad enough eSper to create your own content? Below is a general use development guide for S4. It's no secret we accept community content contributions, as long as: 

All creators are rightfully credited for their work, community content is also listed as S4MAX COMMUNITY in the load screens. Submissions are directly within the discord by talking with staff.

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