MaxScript Release 0.16 Beta Encrypted - MAX 2.5+ (11/8/1998)
Copyright (c) 1998 by Borislav Petrov, Bobo's Rendert**ls.
SHORT DESCRIPTION
Pick'N'Put is an image browser similar to
Asset Manager and DUP's Drag&Drop.
It lets you browse through your map directories
and assign textures directly to object selections with a single click.
HOW DOES IT WORK?
PNP creates a thumbnail cache directory and
lets you browse through hundreds of images quickly. You can select any
number of objects and assign a texture to the diffuse map of an existing
or new material.
FEATURES
Version 0.16 (11/8/98)
Press the [Get Directory] button to select the map directory to browse.
The text field lets you type in the directory path by hand.
The last used directory path is saved automatically and will be used next time you start the utility.
When you start the utility, the last used cache will be loaded.
Press the [Build Cache] button to read the maps in the directory and save thumbnails in the cache directory.
The cache directory is a sub-directory "PNP_CACHE" of the path to browse.
NEW in v0.16: The last built cache directory will be loaded next time you start the utility.
Corrupted files will be reported in the MAXScript Listener, and a MAX error message will appear. Answer
with Cancel to keep on Building the Cache. The corrupted file will be represented by a red cross in the thumbnail.
Check the [Re](Build Cache) button if you want to update existing thumbnails. If the button is unchecked, only new images
will be processed, existing thumbnails are NOT updated.
The Drop-down list lets you select one of the supported map formats to browse. In the
current version, there is NO "All Maps" option. (To come in future releases)
NEW in v0.16: The last drop-down list setting will be saved in the configuration when closing the utility.
It will keep its selection next time you start the utility.
The [Update]/[Replace] checkbutton is checked by default.
If you have made any changes to an original Standard material
on your object, these changes remain intact, only the Diffuse Map Bitmap is updated.
This would update any other objects that
share the same material EVEN IF THEY ARE NOT CURRENTLY SELECTED.
If one or more selected objects do not have any materials assigned, a new Standard material
is created and assigned as with [Replace] mode.
If an object already has a Multi/Sub Material assigned, you will be prompted to
update the Sub-Material set in the MatID value field described later, or leave the Multi/Sub Material untouched.
If you decide to update a Sub-Material and it is not of Standard Type, a message will appear telling you
the Material cannot be updated.
If an object has a material other than Standard and Multi/Sub, a message will appear telling you
that the Material cannot be updated. You can uncheck the [Update] button to clear the existing material and assign a Standard one.
If you uncheck the [Update] button, it reads [Replace] and a single new Standard material
is created for all selected objects and any existing materials are lost. This way, you can assign an instanced material
to the whole selection.
NEW in v0.16: The [Prompt] checkbutton is checked by default. When unchecked, no prompt will be issued when
updating a Multi/Sub Material.
The MatID value field lets you set the Sub-Material level you want to update in Multi/Sub Materials.
If the number entered is higher than the number of Sub-Materials in the material, the highest available
slot is used.
The 3 thumbnail images show part of the images to browse.
You can press the thumbnails to assign textures to the currently selected
objects in the scene.
NEW in v0.15: If NOTHING IS SELECTED in the scene, a viewer (VFB) will open to display the original image.
To browse through images, use the value spinner at the bottom of the rollout.
A RED CROSS in the thumbnail represents a corrupted file - a file name exists in the directory, but
MAX couldn't read its content.
The radio buttons "S", "M" and "L" let you select the size of the thumbnails. These are used for both the display
and the cache building.
FOR EXAMPLE: If you set the size to Small and press Re-Build cache, the saved images will be of small size (so you save disk space).
Then you can switch back to Large thumbnails - the small images will be resized, leading to lower quality.
The spinner value shows the current position in the cache list. You can use the spinner to
browse through the list.
RELEASE HISTORY
Version 0.16 added: no-prompt option, file type saved in INI file, last cache loaded on utility start.
Version 0.15 added image viewing (press thumbnail with no objects selected)
Version 0.14 added support for Multi/Sub Material update (one level deep only).
Version 0.13 fixed a severe memory leak.
Version 0.12 implemented thumbnails as image buttons.
Version 0.11 moved the utility back to the right menu. Layout changed a bit
Version 0.1 used a free floater. There was a problem with the spinner control - after switching between tabs
it didn't update correctly.
FUTURE FEATURES
Automatic UVW Coordinates assignment for EMeshes without texture coords.