## Modeling a level to be exported

To be sure that the level you are modeling will be exported correctly, you must follow these guidelines. The ones marked as "Required" are necessary. If you don't do that the level will not export.

### 1. Room Properties (Required)

Set the sector name by clicking on File>File Properties. Select the Custom Tab, enter this data: Name: roomname Type: Text Value: <enter the roomname, e.g. laanxinside> Click on Add. ### 2. Starting Position (Required) Every sector in CS has a starting position, this is where the player will appear. To set that we use the position of a 'Camera' object placed in the Max scene. Click on Create->Cameras, select 'Target', place the camera where you want the starting position to be. If multiple cameras are present, the exporter uses the first one. ### 3. Objects As a general guideline one object in Max is exported as one object in CS. The type of object exported depends by the name you give to it. If the name starts with any chars not included in the categories below, the object is exported as a standard mesh object. _g_ : are exported as genmeshes _f_ : are exported as thingmeshes _p_: are exported as portal objects. _s_ : are exported as static objects _sky_ : is exported as a skybox _occ_: occluder objects, used to speed up rendering _n_: are not exported at all ### 4. Textures Both Standard Materials and Multi/Sub Materials are supported. The name of the texture is NOT important, the exporter looks at the actual filename attached to the material. Features like bump mapping are not supported for now. Please define all your texture just with the "Diffuse" option, attaching an image. For trasparent textures see Invisible Faces in the object section. | Here is the file properties tab of a room with some ambient light
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