Ok, so I guess old Max has finally gone round the bend proper - I was UVing along quite happily with the latest TexTools when suddenly the UV window BG went white, vertices became unselectable and ever since, objects are rendered like this in the viewport windows:
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http://www.razkun.com/Stuff/Max confetti 01.jpg[/img]
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http://www.razkun.com/Stuff/Max confetti 02.jpg[/img]
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http://www.razkun.com/Stuff/Max confetti 03.jpg[/img]
In wireframe view objects are basically being spastically replaced at random with "confetti"-colored shapes that flash around randomly on window redraw, and in shaded views either the "Edged Faces" rendering goes on and off randomly per object or entire meshes are torn apart momentarily while retaining their actual wires... Seems totally non-destructive, but I'm coming down with a bad case of epilepsy any minute now. Anyone ever seen this before? Reset XForms, Resets and reboots do nothing, all MAX viewport rendering seems corrupted...
Any tips before I consider re-installing?
Replies
first i'd try merging your model with a fresh blank .max file. if that doesnt work... i'd re install?
do you have at least max9 or higher? - perhaps you have max8 and you tried functions that are not available for example from texTools ?. if you worked with TexTools on a modifier level try to delete that modifier and see if the garbage stilll remains. The way I wrote most of the texTool functions is that only changes are stored in the current or a new UVW-unwrap modifier.
But perhaps you can tell us exactly what you did - like what functions you called ect. ? - and what the object was before (poly, mesh,... single mesh, multiple objects,...).
looking at the screens it seems that the vertex data is scrambled - or judging by the colors it seems that you have different objects (I assume it was 1 poly/ mesh before?).
Personally I have never seen something like that- there was a bug though in 3dsmax 2008/09 at which in some cases the editPoly object would look like garbage but as soon as you activate a modifier or reselect it (or somethiing like that) it would look ok. It was some kind of display error and not actually the object itself. Maybe someone else can give more information regarding this - though it did not looked like that.
dd..did he... did he find the make art button??
Problem seems resolved by merging, even though resetting to scratch and just creating a standard box still had the problem present before... Using Max 9, editing UVs on an Editable Poly object, in conjunction with renderhjs' excellent tools Still getting the "white-out" when doing "select all" in vertex mode and then deselecting all, which makes the vertex mode permanently white... So right now that would be my main concern Either a max-bug or something in v9 that's not compatible with TexTools maybe?
just to be exact, sold fill render mode is always triggered if you open the UV editor with this button: because I like that preference.
I could compile you a version though without it so you can test it without that tiny feature
Didn't have time to try and see what fixed it, was right at the end of the day. I just thought Max had another of it's regular hissy fits.
Essentially it means I can't select any verts in the UV Edit window.
It looks like it's permenantly got a UV vert selected that's always in the top-left of the window, no matter how far I zoom out (there's a vertex in my proper UVs that is highlighted to show it's a connected vert, which is odd... vert 281). I can select/deselect UV verts in the 3D viewport and then I can move them around in the Edit window, but I can't select/deselect in the Edit window.
Edge and poly mode both work as normal. Converting poly/edge selection to vertex will selected the correct verts (but the same problem with selecting/deselecting verts persists).
Dunno if that's useful for hunting down what's getting broken.
It appears to be an issue with the model's UVs rather than some settings somewhere. I've created a new scene and UV works fine on a box in that. If I merge and attach the model, it breaks again (same if I attach the box to the model).
More updates There were some polys on the model that weren't UVed. Detatching those, unwrapping them then re-attaching them seems to have cleared it up.
i get this too but happened way before i started using textools
can you post me a model like that- or 3dsdmax scene ?
I have a vague memory about the mesh object type in 3dsmax that usually requires a enable UV per face before you can assign or modify related texture verts with it. But that should not have to do with my script as it is something max itself should cover. If I could reproduce the problem however I might get a fix with that by checking which faces have been defined ready for UV.
From what others have said, though, it seems to be an issue with Max that I stumbled on rather than something the script does.