ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
ok it seems to work.. however i have to test it under various conditions to be sure so i still have to figure out how to get the vertex-clockvise-order for edit_mesh_polys right and the import/export script is somehow doing what its designed for :)
arrrg.. man you´re so right... thx man.. buut script for import and export is in the last phase of testing and optimising this was an ugly crash course of maxscript -.- i´ll post it as soon as i think it´s worth of v.1.0 ;) i´m curious if there´s still someone modding EAW.. lowpoly wwII plane ownage!!!!! wohoo :poly142:
hi i eventually started to lern maxscript .. a model file import/export script for a very old microprose fligtsimulator sooo .. i mainly have trouble to understand the way maxscript calls "things" in this case a vertex what i want to do: x = 10 y = 0 z = 35 u = 0.4 v = 0.4 w = 0 thisIndex = polyOp.createVert…
why do you need them with that names?- imo. you could simply use an array for that like this: myobject = #();for i = 1 to 24 do ( local b = myobject[i] = box height:50 width:10;--shortcut to the box, to the array content b.pos = (10,10,20);)--later on to read them out or modifiy them....for i = 1 to myobject.count do…