Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…
Here's the updated version of the script including Eric's suggestions. Check out the help button and let me know if it makes sense. Eric, I hope you don't mind that I included the url to the Provst articles on your site. They're a really good resource. Download the script
Mop: most game engines count verts differently than Max. Smoothing group edges and uv seams will add to the vert count in a game engine, but not in Max. That's what he's having a problem with. Although, you're thinking along the right lines with scripting. It might be possible to create a script that would give the vert…
Ah. Poorly phrased on my part. Your script does it already, shows the totals for each attribute. But your script doesn't yet provide the ultimate total, the number that's really needed, the total number of unique verts that the game has to make out of my model. Which I think would involve just what you said, figuring out…
This is great! Thanks for the update. The URL is fine, although it's neither clickable nor copyable. To go there, I would have to search the script to copy/paste the url, or else re-type it by hand. Is there a way to make it clickable? Great help contents, nicely thorough! I think the first bullet point might have a typo.…
I've spent a couple hours creating some fairly complex functions to determine which vertices are being shared among the different vertex types, but I think I might be making this more complicated that it really is. So I need someone to either varify or disprove the following theory... the magic number we're looking for is…
Here's something I did pretty quick. There's no user interface or error checking. Just make sure you have a collapsed editable mesh object selected and then run the script. Look down at the prompt area of the screen to see the results. "VC" stands for vertex color, "SG" stands for smoothing group. I can make it more user…
FatAssasin for president! Good work on this, once you get it finished (if it's possible), I'm sure it will be a very useful script for a great many people.