Solid Geometry creation.
Convexity creates all of its walls,
doors, windows and floors etc. in convex pieces suitable for
game engines. Convexity's convex decomposition algorithm is one of
the fastest and most efficient in the world. Therefore levels
created with Convexity will get the most out of a game engine while
keeping the collision detection slow downs to a minimum.
Convexity's architectural features also apply to game designers.
most game levels contain buildings, the
features of Convexity will help you produce levels faster
and easier than with any other package.
Map and VMF Exporters
Exports to the Valve .map and .vmf formats with entity, texture and
full UVW supported. Integrates with Convexity's File Runner so third
party tools can be run automatically on the exported file. For
example, Torque's Map2DifPlus compiler can be automatically run on
an exported .map file and the .dif file which is created placed
into the appropriate folder.
Studio A6/A7 (.wmp) Exporter
Can export entities, groups, textures
and mapping. A custom WED.fgd file was created for Convexity so
that models, lights, paths, sounds, sprites, positions, terrains and
map entities could be placed in your 3ds max® or viz® scenes using Convexity's Entity
File Runner is a tool designed to sequentially execute command line operations,
and thus it can run any application which Microsoft Windows® can run. It is
also able to run MAXScripts or use the MAXScript language in its command lines.
The primary purpose is to run compile and editing tools for game engines. It
gives the user the ability to carry out operations on an exported file and
integrates fully with the Map Exporter, WMP
Exporter and Convexity Configuration.
Convex and Mesh Output modes
Convexity can output its walls and floors etc. in either game engine
compatible Convex mode or in Mesh mode. Users can switch between one
mode or the other at any time. Mesh mode is faster to output and
display in max's viewports but is not as compatible with game
engines and cannot export to the .map, .vmf or .wmp formats.
This creates game entities from standard game definition
files (.fgd), including Half-Life 2 based .fgd files which can be
exported with the .map exporter. Multiple entities of the same class
can be edited at once using Convexity's Entity Properties window.
Checks all objects in the scene to see if they are game
engine compatible i.e. convex. If a non-convex object is found,
scene checker can correct it where possible by wrapping the object
to form it's convex hull. Duplicate objects can also be checked for.
Convexity's Terrain Tool (also called Mesh to Convex)
converts complex mesh objects into convex pieces. Its primary purpose is in creating
Terrains for game engines that only work with convex solid geometry.
Creates pipes, tunnels, domes, wires or
any other loft or lathe type object in convex pieces suitable for
The Isolation Manager gives users the ability to name bounded
areas within their scene and then quickly isolate them when working.
For example you could quickly hide all but the second floor of a
building or Isolate one building in a City etc..
Convexity's Lighting tools aid in the realistic lighting of a
scene. The tools
contain advanced forms of light selection and modification. They
also include tools to create bounced lights which can be exported to
game engines and which render faster than max's Light Tracer etc.
These can be very useful when creating lighting for game engines
that do not have their own automatic bounced light such as 3D Game
File (.pts) Viewer
Loads standard .pts files as created by bsp
compilers like Half-Life's hlbsp etc. and displays a line showing
where light has leaked from a level during the compile process.