Tool documentation

Practical guides for preserved track-making and game-modification tools.

Armadillo Object Scripter and Enviro Scripter

Downloads: ArmadilloObjectScripter_Beta1.zip, ArmadilloEnviroScripter_v11.zip
Game: Motocross Madness 2
Purpose: Generate 3ds Max scripts that reproduce Armadillo placement for accurate baked shadows.

Choose the tool

  • AOS imports and positions placed SLT/stock objects for object shadows.
  • AES imports and positions ecosystem vegetation for environment shadows.

Both require an existing Armadillo project, a matching Max terrain scene, and careful light alignment. Max Calculator helps translate the scene settings.

Install

  • Keep each EXE, INI/help page, and its images together.
  • Install VB6 runtime if the executable will not start.
  • For shadow-only rendering, install shadow.dlt and BlurLib.dlu from ShadowPlugins.zip into the 3ds Max 3.1 plug-in directory.
  • AOS can use StockModels.zip; AES uses the Forest, Desert, Serengetti, Snow Forest, or Tropical Max packs.

For each vegetation Max file, the AES help explicitly says to open it, select the object, reassign its material from the Material Editor, and save it. Skipping this for even one file can cause later script/render failures.

AOS workflow

  1. Select the main or perimeter tile and open the Armadillo project.
  2. Select an object found in the project.
  3. Point AOS to the Max file and enter its internal object name.
  4. Leave vertical scale at 1.0 and offset at 0 unless compensating for a known mismatch.
  5. Use 100% object scale when the scene and objects are modelled in feet at real size.
  6. Preview/process the generated script, save it, and combine scripts when many object types are needed.
  7. Run the script in the matching Max terrain scene and render shadows.

AES workflow

  1. Select the main or perimeter tile and open the project.
  2. For a placement map that extends beyond an edge, set Overlap above zero; the help recommends trying 50 first.
  3. Point each ecosystem entry to its prepared Max vegetation file.
  4. Preserve the heading read from the project unless intentionally changing the light.
  5. Generate/merge the scripts, run them in Max, and render.

Repeated perimeter warning

A perimeter texture can be reused around the complete track. Baking every nearby object's shadow into one source perimeter texture makes that shadow repeat. Render only the content appropriate to the source tile.

Sources

  • Complete packaged AOS_Help.html and AES_Help.html plus their INI/images.
  • Preserved environment/model and shadow plug-in packs in the same archive folder.