Tiny script for Max that displays at the top of the viewport the currently selected object type/name/modifier/sub-object level. Useful when modeling in 'Expert Mode' : https://dl.dropboxusercontent.com/u/4210886/g_vpSelectionInfo.mcr Modify tab must be active before entering expert mode for it to list the current modifier.
I just released a new update for my flow map painter script/plugin, big one this time :) discuss it here: http://www.polycount.com/forum/showthread.php?t=97215&page=4 and download it here: http://www.scriptspot.com/3ds-max/scripts/flow-map-painter [vv]44648007[/vv]
Any idea why whenever I press certain buttons with TexTools (The Mirror and CheckerMap Texture buttons), it causes a Maxscript error and gives me an infinitely looping error sound, whilst I can still continue to work in Max? Very strange, and I've tried installing different versions of TexTools.
its not tile based but works on any rectangular geometry + its easier for me to implement it on moving or dynamic geometry within the level. also related early prototype with 3d sprites and 4 players, on the right I have a max setup and a maxscript that renders each object individually per frame as a sprite.
@Jakro cool, maybe you can make it interactive by adding some kind of noise FX to the mask? I successfully ported my work-in-progress Tycoon spline tool to MaxPlus/Python. (Python API for the 3Ds Max SDK) :) Bye Bye MaxScript. https://www.youtube.com/watch?v=3GaqZ3ICNvM
Eric Chadwick, The objects can consist of unlimited materials and overlapping uvs. The only rule is they require unique normalized secondary uvs, which you would probably already have for lightmapping. Right now Im just generating them them with the flatten map thingy in max, which is not very good but works. Unity3 also…
You should have a few templates to choose from to give people some ideas like using it on exporting. I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty…
been working on fixing some of the UI issues I have had with 3ds max for years now. One being the material windows and the length of the names displayed and having to hover over things to get the full name of long materials and the other was the render to texture windows and having to constantly scroll horizontal. I redid…
howdy folks, Added a post to my blog containing my process for setting up texture baking in 3dstudio max for complex objects. This post includes a link to a photoshop script I put together to automate the process of combining these maps back in photoshop. http://www.envartist.com/scripting/3ds-max-texture-baking-process/…
I did finish a mock up yesterday. Besides the simple collision check, the functionality and attractiveness(non existing at the moment) don't stand a chance to the default scatter that comes with max. But if there is interest I could try to add those standard scatter features and attractiveness, and custom requests.…