Hey man - great script, it did its job really well. However, I have run in to quite the issue. I cannot edit my UV's - except for when I am in Edge mode within the UV editor. If I go to Vert mode, my UV editor goes completely white. If I go in to Poly mode, everything is locked (I cannot select anything). Even in Edge…
oh... The script I've been using all along wasn't mop's script at all o.O Just tested mops old script and now I see what you mean that it takes ages to calculate... in fact it looks like my max is going crazy in mem usage as a result of using mops old script so I had to alt f4 it :/ Tried the new mop script as well, also…
Try converting your mesh to an editablePoly and then run the script. I have also max2009 and it works out just fine. You can PM me the mesh you have issues with, I implemented the same code in TexTools,- I might be able to find out something.
Nope never was released that I know of. It only works on a single UVW Unwrap, not on multiple instances of UVW Unwrap. You can join the objects together, run it then detach. You might want to check the version that was included in TexTools I think renderhjs did some modest upgrades to it and that might of been one.
Left it running for a hour today, still no success. Tried putting it in a new scene as a .obj, nope. What's weird is even if I select just a few elements it counts it as 231 no matter how many are selected, weird. Surely there has to be a solution? All game studios will need to normalize their UV's yet there isn't a tool…
yup though erics code hasn't changed much. The normalize script is 80% about the same I think. If you want to read or apply a texel ratio (as averal value) from a object and apply it to multiple you need to use the Get and Set texel ratio tools. Get: picks a ratio always from just one object. The ratio is calculated as…
Hey I just had an idea for an option that might cool for a UV Paint-like script. Sometimes I want the UVs to bend around a curve, like how the UVs bend around the top of a torus. It would be cool if the script had an option to auto-straighten the curve into a straight UV. So a texture could tile around the bend. To solve…
Weird. Any chance you can share that mesh? I'd really like to try and debug and see why it's taking so long. And yeah, the progress bar stopping is a known issue, although I have no idea what causes it. It seems completely random and I can't consistently recreate it. I ran the script 5 times in a row on capone's 33,000…
Nope, not in this case! If you've just got a diffuse texture then it might even be better since you end up with less vertex data than if you left them unwelded (I assume). The reason I'd never do this is because recently I've only been working on normalmapped assets, and welding UVs changes how most engines/viewers…
Nope sorry can't send you, but I can help diagnose! Ok I have tested it more again, undoing the 25k mesh (which we'll call "the ship" from now on, since its a ship) actually does work (after enduring 4mins of pc dying :p ). But then I opened up an old character and duplicated and attached the model several times until it…