unfortunately I disabled the convert to mesh code now I can't find it :) any way heres the planar (z=0.0) unit point to quad code.... //********************************************************************************************
// where quad is defined as.... // c----d
// | |
// | |
// | |
// b----a inline void…
Hey, thanks for the links. I ended up solving it differently and hope this is now somewhat appropriate to post. Today I did this script, after weeks of painful reworking a fractured platform by hand and not being able to properly reitterate on it: [ame=" https://www.youtube.com/watch?v=DA91BDeY4BU"]Merging Script -…
bit of max hackery B) it's wrong on so many levels :) inline HWND getColorPickerHWND(ColorPicker* picker)
{ if (!picker) return NULL; return (HWND)((int**)((int**)picker)[1])[1];
} you could Enumerate the all Windows looking for windows with class "#32770" and title text beginning "Color Selector:..." far too much dull…
for some applications using my point/ray clouds I need some objects to use all the points and some to use only some of the points. So I created a limiter helper (I would have used a modifier but then it's still up to the caller to decide which to use the mod or the base object and that created some issues). So the limiter…
have to say I'm a little blown away with this one B) ;) a cylinder with a slice mod (gizmo tied to a helper similar to the mapping script) then an outliner mod. and used as a cutter.
i GUESS ao uses the vertexcolors of the highpoly, and thats why xnormal has a ignore highpolys vertex color option. if you don't turn that on when baking AO you will get a b&w vertexpaint.
I have been always a bit jealous about the cool pop-up menus you guys use in your plugins. With the next update my plugin can finally join the cool-pop-up-menu-club B)
Wow, that is impressive Klunk. B) When I first saw some of your posts about this, I was wishing I had an easy way to create something like this for a terrain shader I had developed. The shader mixed materials based on vertex color so certain terrain features would require specific vertex placement to retain material…