TexTools: Toolbox for the texture artist

Documentation: http://www.renderhjs.net/textools/
What is it:
A collection of tools that helps any texture artist with UV and texture related tasks. The main philosophy is to shorten typical steps into simple context sensitive single clicks. You don't need administrative rights, just drag the MZP file into the viewport and let it install itself into your 3dsMax user folders.
Most scripts are developed by me, I asked some people however to share their scripts and let me include them.Note that the scripts are free to improve, change, use for your own, just include the credits should you repackage anything. I stored each tool into a self contagious *.ms file so it should be easy to explore and extend the scripts for your own needs.
visit
http://boards.polycount.net/showthread.php?t=69736
for more information and discussion
Installation: Just drag the MZP file into the viewport and install it from there. All files will be stored in your local 3dsmax userfiles so you don't need any Administrative rights to install it.

This 3dsmax user folder is usually located under:
C:\Documents and Settings\user\Local Settings\Application Data\Autodesk\3dsmax\2010 - 32bit\enu\
The installation will create a folder within the 'scripts' folder called 'TexTools' in which it will copy all the TexTools files that are needed. Four icon files will be copied into 'UI\usericons' for the macroscripts. Should the installation fail for some reason a prompt window will show up with a instruction on how to copy the files manually to get TexTools running.
Roadkill needs to be downloaded separately from:
http://www.pullin-shapes.co.uk/page8.htm
| Attachment | Size |
|---|---|
| TexTools_4.10.mzp | 439.94 KB |


Comments
Ah, ok. It seems that the
Ah, ok. It seems that the .mzp file that I download here from Scriptspot causes installation problems, but the one from your site doesn't
- Geoff
dang it , why autodesk 3dsmax
dang it , why autodesk 3dsmax team dev doesnt include this awesome tool on new release?
Hi, This new version seems to
Hi,
This new version seems to install ok, except that I get this error:

- Geoff
Hi, thanks for this great
Hi, thanks for this great tool, i really like it, but sometimes i getting a strange behaviour in the UV Edit window, when Im moving with UV polys, the moved part moves away from cursor.
Here is short video for explanation: http://www.youtube.com/watch?v=PlvS8RHIM_I
Its something wrong with the TexTool, or am I doing something wrong?
Thanks for reply.
Does this work @ 3ds max 2011
Does this work @ 3ds max 2011 x64? Last time I tried it didnt (buttons has no functions)
hey, thanks for this cool
hey, thanks for this cool script i start using it in my workflow.
Also learned A LOT from your maxscript!
It saved me tons of time & research. you are in my credits of my first released script ;)
http://www.scriptspot.com/3ds-max/scripts/totex-render-to-texture
grts
hi,renderhjs it's a great
hi,renderhjs
it's a great plugin.
but can the "split" tool be worked only on selected faces?
Hey renderhjs I've revamped
Hey renderhjs I've revamped your Checkermap button that allows for multiple objects to be selected at one time and store each objects individual material as well as restore it after using the checkermap shader. I can send you the file via email.
John Martini
Digital Artist
http://www.JokerMartini.com
The video demonstrating the
The video demonstrating the teapot and roadkill shows selection of an edge then expanded in to a loop. Next it turns in to a seam. How do you turn a edge loop selection into a seam in the UV editor?
I tried the "edge to seams" button under the Unwrap stack out on the main rollout. That turns the loop into a seam but roadkill doesn't see it. The teapot is not cut on the seam. It's as if I didn't make a seam at all.
What step turns the loop into a seam?
thanks
updated to version
updated to version 3.95
changes:
- fixed some Roadkill bugs, now it should link to any folder and work with max 2009 as well
- added a function that shifts overlapping shells except 1 shell to another UV 1:1 space and back with another click. Useful when you need to bake maps using the Render to Texture in max and you have stacked or overlapping UV's which usually would cause artifacts in the bake.
- modified the 'linear' tool in that way that a single edge automatically extends to a loop selection, a default left click aligns without any axis snapping and right click snaps to the U or V axis.
- improved Setup with Link resources and 'show userfolder'