@haiddasalami I tried enabling it but I'm not sure if I was doing it right or if it just doesn't work. I tried meditMaterials[curMet].b_diffuse.enabled = true and meditMaterials[curMet].g_DiffuseTex.enabled = true but neither of those worked. The listener said, "Unknown property: "enabled" @monster Awesome! That is what i…
My company has a custom .fx 3d Max material and I'm trying to hack together a script to automatically assign texture to it. I have it working however the box with the texture name is "disabled" and I'm trying to figure out how to enable it. I don't really even know what to search for. This is the code from the material…
its g_DiffuseTex as thats whats the texture sampler called in the shader. Pretty sure as I wrote something back at my old job where it accessed engine materials and was setting it up in max. It might be disabled because of this? (enabled is set to false):
mapbutton b_diffuse "None" enabled:false This WYSWIG editor is funky…
Haiddasalami, is right about b_diffuse being disabled. I assume you are not allowed to change that part though. But really you don't even need to enable b_diffuse to work just do something like this: (medit.GetCurMtl()).RolloutName.b_diffuse.picked (bitmaptex filename:pathToFile) This will make Max think you pressed the…
Try this Nick. meditMaterials[curMet].g_DiffuseTex = openBitmap "Insert Path to test" That should load a texture to that sampler. Guessing this is a scripted material plugin? Hard to debug from here but not sure if you know but you can do for example b = medit.GetCurMtl() show b