Ok finally a new release of TexTools with its own new thread. The
former thread has really grown and I wanted to devote this release its own thread. This is now already the first anniversary of TexTools as its close to exactly 1 year ago since I started this project.
What?
A maxScript package shaped into a Photoshop alike toolbar that covers a lot of things for texture artists. One of the key benefits is that you can install it anywhere and almost at any max packages (9+) without the need of administrative rights or script installation knowledge.
Oh and its free!, free to use and free to modify, improve or copy into your own scripting stuff.
Homepage:http://renderhjs.net/textools/Youtube Videos:http://www.youtube.com/view_play_list?p=0D7878B0B79B344Edownload link:TexTools_3.00.mzp3.0 Changes:
Most noticeable is the new interface and setup that it comes with. These are my attempts on making it even easier to use for first time users. But under the hood there have been many smal improvements.
Some of them:
- Options: new settings to change/ store
• completely rewritten ini settings storage engine, rethrieves and sets default values to fall back on
• new and minimalistic GUI for the settings fits better with the overal design decission I took for this project (pixel minimalistic space).
• setting for snap TexTools to UV editor
• setting for force TexTools Colors for UV editor
• save / load values for the Texel inputs
- Setup: Uninstall and Install TexTools
• to install(including Win7 + Vista fixes) with very detailed error stops should something go wrong. In that case you will then know why (i.e no write access to folder/file XYZ)
• uninstall with detailed scanned list of files to be deleted before deleting the files. Swipes all previuous former TexTools files including windows temp directories, macroscript directories, ini file,...
The setup will start as soon as you either run the MZP file or drag it in the viewport. From there on you can install, uninstall get help or abort the setup.
• max8 or older not getting error message regarding reloading icons. So experimental users can try it with Max8 though certainly a few things wont work at all.
- GUI: New Main Toolbar GUI
• uses imgTags instead of outdated buttons which support rollover states and more icon pixel space
• re-arranged Buttons based on typical workflow order and compressed layout
• color codings are now presented using colors in the symbols themselves
• the rollout is created dynamicly so that possible errors and future update times can be decreased dramatically
• removed tools in this release are: stack shells, compress shell orientation (can be done using the sort method)
• new help panel with a overview of all tools and a starting guide plus lots of links to discover and read through.
- Simplified Architecture: MZP archive, Macroscripts, functions,..
• very simple and clean package (easy to install manually as well)
• changed also quite a few filenames and function names to make things more easy for me to update in the future.
• simplified some of the Macroscript descritions so its easier to spot which Macroscript triggers which Functionality. In most cases its just shorter and easier to read.
• cleaned up some macroscripts as their were targeting wrong variable paths, also disabled each macroscripts if TexTools was not loaded in the RAM (to avoid errrors) + added clean Button Labels should you drag Macroscripts into toolbars.
- UV editor: Edit Multiple Objects (max 2008+)
• will open / close the editor also with multiple objects selected
• many functions also ported or made compatible with the new Max2008+ multi object UV edit mode.
• added Open/Close Editor to the macroscripts
• open UV editor keeps UV modifiers now cleaner and consistent. Before if you were not in the modify mode (but instead create, motion,...) it would add additional UV modifiers on top because max returns undefined regarding modifier stack info, so I made it jump everytime you open the UV editor to the Modify panel if you are not in it.
• kill the transform floater if you switch the object, go to a different tab (i.e create, animation,...). Opens each time you open the UV editor though
• new rotate bounding box 90 degree snap in the Pixel Transform Floater (great for Layouting UV sets)
- Texture Maps:
• added again Render UV Mask. Now also works on multple Objects also works on Objects that don't have yet a UV modifier. It will delete it afterwards. Such a nice and simple button now.
• rewrote the "Transfer UV channel Maps" in the render Texture Maps panel. It still only works with just 1 object (because of numMapChannels command missing in the UV_unwrapModifier object). But it should be more flexible as it also not forces a editAble class object anymore.
• fixed issue (I think so) with RTT not working anymore after you used either the AO or some of the map render types from TexTools. (I think the issue was that I set the ...bakeEnabled = false; after the bake, and that option is not availbel in the default 3dsmax RTT window).
- Multi Object: (Max2008+)
currently supported and or made compatible (about 30% of the tools):
• open/close UV editor
• Render: Wire
• Render: Mask
• Explode UV faces
• Split by smoothing groups
• pack UV space
• Relax Faces or edges
• Stitch edges
• Crop
• Iron
- Texel:
• Pick and Set texel density have been merged in 1 button. Left click = pick texel density, right click applies a texel density on one or more objects.
• applying texel Density now does not select UV faces and get stuck in the modify panel. That way selecting multiple objects or just one single behaves the same.
Multi Object Unwrap
As you might heard or read before I started on porting many of the functions towards the max2008 multi object UV editing compatibility but because I still want to keep functions compatible with max9 and that new setup requires a different architecture things aren't that easy to translate.
The following features are for example not yet supported in this mode:
- Missing on this:
• Align edge shell
• Mirror
• Pelt
• Peel mapping
• Rectify
• Lineup/Linear
• Normalize
• Checker Map
• Sort in row
- Not intended for the future at all:
• Get / Set Texel
• Swap UV/3D space
• Bake Blockout map
• Bake AO map
• Bake Light Tracer Map
• Bake Cavity map
• Bake hard Edges
• Bake Transfer Texture
quite a big post, I will try to update my website (renderhjs.net/textools) this weekend to match the new icons and tools to the ones already available here.
Replies
Was waitting your new realease. Thanks a lot.
Noticed two small problems :
-I can install the script but after restarting max if i try to launche textools got a maxscript error :
filein ((pathConfig.GetDir #scripts)+"[URL="file://\\TexTools\\TexTools_3.00.ms");--launch"]\\TexTools\\TexTools_3.00.ms");--launch[/URL] the script.
-Second problem if i switch checker while pressing the "check" button everything work fine untill you want to be back to the original shader. It will be replaced by a basic grey material.
Edit; Ah, it's because our script directories are elsewhere so Textools gets installed there, but Max tells it that the script directory is still the default one, so it ends up looking for the file in the wrong place. Moving it over fixes that.
However elsewhere in the script, it looks for the #userScripts dir to get the images (as opposed to the #scripts dir that it looks for the textools main .ms file). So it ends up looking in two different places throughout the script.
Edit edit; Yep, fixed now. Nice one
http://renderhjs.net/bbs/polycount/texture_maxscript_tools/TexTools_3.00.mzp
so download and install again and then it should work after you quit max
edit: @Talon yes it was just because of that as the installation has moved from the 3dsmax program folder to the local user data folder which doesn't require admin rights and works with win vista and win7 versions.
This is a great contribution to the 3d community. Thanks a lot man, your awesome!
WITCHERY!
I love the look of the new layout!
Nice and simplified but with all the same functionality, awesome.
The documentation is really good.
Thanks for putting in all the time on that its one thing that really helps new users and is almost always over looked by the author.
I really like the new type in floater.
Some great options in there like the quick pivot align, its great, as are the Align Shells, those are going to be super handy in the future.
- Is there a way to center the quick pivot align again without re-selecting?
Maybe right clicking the button resets it or click in the center?
- Also no undo functionality for the align shells?
MoP has an easy hack fix for that (might have come from Perna), I think you move the selection by 0 0 0 and it gives it a function to undo. You probably know what I'm talking about and there's probably a reason it won't work but undo would be great if you can swing it.
- The main toolbar doesn't follow along by default?
I have to go into setup and toggle the "Dock to UV Editor" check box for it to attach.
- Is the normalize script the most recent version?
MoP, recently updated it with some great improvements mostly speed, and he might be working on a few more upgrades?
I think this is because renderhjs doesn´t like the attach behaviour
@renderhjs:
I know i´ve said that before, but i love you for this tools, great job
Downloading.
Thanks!
-What about the problem with the "check" button exposed into my first post. Actually if i use the check button i must re assign the original shader after wich is not really friendly.
-An other problems found : if you call textools with a macro script without selecting any object. maxscript will enter into an infinite loop --> Must kill 3dsmax task and restart.
Getting now. Thanks.
just a question - the 'website' link points to version 2.9 - and says that is compatible with max 2008..
is it the same requirements for version 3> (i.e. will it work on max 2008 aswell?)
here's a pic:
Also make sure you always copy merged from Photoshop (copy to clipboard what you see, no transparency stuff, usually [Ctrl] + [Shift] + [C])
updated and fixed some smal undo stuff:
http://renderhjs.net/bbs/polycount/texture_maxscript_tools/TexTools_3.00.mzp
I should get out more:)
Its mucks it up occasionally, but that's probably where the uv's are not totally identical either side.
not sure if it identifies symmetrical uv islands though
great work on this
but i get an error on install
"-- Syntax error:at bad, expected <factor>
-- In Line: -- format "no smoothing groups!\n
here is error pic
Awesome stuff renderhjs. You're a machine!
I remember that spot from someone else (or maybe it was you as well). Its removed now so have another try, I replaced the download link:
http://renderhjs.net/bbs/polycount/texture_maxscript_tools/TexTools_3.00.mzp
I will try this right away. Been using the script for a long time man, and it keeps getting better and better. Can't imagine my workflow without it now.
Cheers
http://renderhjs.net/textools/
updated all the icons and descriptions. Some small animations are in the make and will be added sometime later. I tried to strip down all the stuff that is not content so it should load faster.
I also added particular Youtube videos to certain tools so that more easy to consume context information is given.
One thing I had a problem with though, the new Pack UV's on multiple selected objects works kind of weird. If I select parts of my UV and click the button it doesn't only sort what I have selected.
I can't quite figure out what it's doing, sometimes it packs the entire UV space, other times it only does it on a few of the objects.
Also I have a few suggestions for some features.
First off a Align to center. Select 2 or more objects and they get aligned to either the vertical or horizontal axis right in the middle.
Secondly, something like this
Thirdly, The Pixel Unit Transform Floater you can move your selection around on the X and Y axis. How about linking that to the Arrow keys on your keyboard?
TexTools_3.00.mzp
Website has been updated with some additional animations and info such as the
A smal icon right click symbolizes the secondary features for certain buttons. I just love that icon
"fn_34__split_uv_by_smoothing_groups.ms" this script original syntax mistake.
format "no smoothing groups!\n"; is not comment
wrong syntax pic
correct syntax pic
but i don't know how to Integration .mzp file so i fix "fn_34__split_uv_by_smoothing_groups.ms" this file
and i find TexTools folder then Perform "TexTools_3.00.ms" file again.
then it can work in asia max computer.
run TexTools 3.0 pic
Sorry, I have poor English. but thank you for the help.
Weird --
If you go to: http://renderhjs.net/textools/
it brings up version 2.9's page
If you go to http://www.renderhjs.net/textools/
...it brings up version 3.0's page
ps. Loving the new update! Thanks for all the effort
- Why does Crop move to the upper left and not the lower left?
- Since Crop not only shrinks to fit, but also expands to fit, maybe "Fit" is a better title?
- What happened to the Stack feature? Was it buggy or is there another way to do this? Ah... maybe use the Align Shells options?
- It's sometimes hard to remember which button also supports a right-click command. Maybe put a small dot, triangle, or "R" in one of the corners to remind people there's a right-click option?
BUG with Max 2009?
- Cycling through the Checker patterns removes the original material. It cycles back to (or resets) to a simple color model.
- The Pivot point crosshair moves when you rotate shells 90'
- Select a poly model, if you open, close, then re-open the EDIT UV, it pops this error:
MAXScript Rollout Handler Exception
-- No "map" function for undefined
Im getting "Error, no temporary MZP files found:" I try redragging MZP to Viewport and nothing happens.
I can't drag le .mzp file into my viewport
Someone has the same problem or am I doing some stupid shizzle
Btw, cogratz with the new release. its some amazing work you have done.
THanks
If you want to have a separate function that just assigns a multi sub material to a clone of your mesh try this: the last line calls that function and in this case assigns a color to each mesh element. A parameter of 2 would color it by smoothing groups, and 3 by material ID's.
Constructive Critique:
I don't know why but i'm not able to install it via just drag&drop. So i have to extract the file and copy the files to the destination directories by hand - that's OK but on your new website you deleted the description where i have to put the files.
FORGET WHAT I SAID!
The installation worked great!
Another critque: I'm using two screens: on the right i have 3ds max and ion the left i have the UV Editor. Works fine but you TexTools Bar is not able to snap to the UV editor if it's on another screen than the main window of 3ds max.
the only thing I do see is this in the bottom of the MAXScript Listener window
"default override for Rollout:rl_textureTools = [8,81]"
"default override for EditTextControl:edt_tex_sizeW = 512"
"default override for EditTextControl:edt_tex_sizeH = 512"
"default override for EditTextControl:edt_tex_padding = 4"
"default override for EditTextControl:edt_texel_texsize = 256"
"default override for EditTextControl:edt_texel_perunit = 512"
Hi, render, in the previous releases of TexTools, there was a useful spinner called "sn" which determined the angle for the Linear Align tool.It seems to be missing in the newer versions, could you added it somewhere, please, because it was quite useful.
you can align shells with that as well though not on their center axis but to their 4 bounding side axis:
I think thats far more powerful as having them align based on their centroids because in that case you would still have to move them around in order to move them in a narrow UV area.
Your english is just fine I did posted a update meanwhile right? where I removed that or a similar comment. In case you want to fix stuff yourself, just open the MZP file with Winrar, Winzip or any other packer application. You should see a 'TexTools' folder, in it all the scripts are located, just drop it there and replace the existing file. The next time you drag the MZP file in the viewport and install it it will replace existing files with your modified ones.
Anyway keep posting here as I really care a lot about the Asian community to be able to use this as well.
Part of the reason why I did all those little animations on the website was to help people that have difficulties with the English language. I have quite a few friends from china for example and I even considered doing a translation into Chinese with their help.
It means that maxscript scanned your temporary files and couldn't locate the max generated temporary MZP (zip file) files.
This usually shouldn't be the case, do you perhaps have a different windows temp directory or different Max directory or perhaps even some background tool running that cleans the temporary directory?
If it doesn't work for you I will try to create a simplified instruction manual for installing TexTools manually. Its just about copying files to certain user directories and then starting a script from the 3dsMax script panel.
It's all software based, everything. So more likely it will be caused by some software configuration like windows or max itself.
A little more info than that is needed in order to investigate or try to reason the cause.
That way you can align or compress its orientation either horizontal or vertical. The truth is that booth functions shared the same logic from the beginning so I ditched one of them because the sort button can do booth.
Well it means everything went fine but for some reason you are not able to see the panel. Do you perhaps have your start menu on the left side of the screen (vertical alignment?) because that might cover the panel instead, so check your monitor and screen setup. I can try to center it to the screen by default with the next version though.
Yes maybe in the options panel, I thought about that as well because sometimes snapping at 45 degrees or 15 make certainly sense.
haha, yes my start menu was on the left side and moving it fixed the problem!