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Random Talking Bush's Model Importers and QuickBMS Scripts
Hmm so in fact errors i got just comes from a temporary version (not released) i did in march. I fixed it and mk8 models are properly imported. Like yours (08/04)


So by the way, you can add this lines under "_a1" case in buildMat function (exactly the same as "_a1" but for "_gn0"):
Code:
                    "_gn0":(        -- Damage Map
                        ch = PolyMat.diffuseMap
                        if classOf ch == bitmapTexture do ch = compositeTextureMap mapList:#(ch)
                        PolyMat.diffuseMap = addLayer tm 5 ch
                        damaged = tm


And about this issue:
Code:
        -- Disabling this as it was causing path/extension changes to not get acknowledged on subsequent loads.
        --for sm in sceneMaterials where sm.name == matName do PolyMat = sm
I noticed 3dsmax keeps materials (in their memory or elsewhere) even after you delete the model, until you reset the scene!!!... how to overload memory Rolleyes  good job autodesk...
Import and delete 2 or 3 times a model and type this in listener:
Code:
for sm in sceneMaterials do print sm

you'll see the list of current materials but also all previous...
That's why my script get polymat as not undefined material next the first import :/ so it just reshows elders materials created the first time, with the first paths indeed...

But I think i have an idea to rehabilitate this option  Wink
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RE: Random Talking Bush's Model Importers and QuickBMS Scripts - by Sylk - 09-27-2017, 09:40 AM

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