Maxscript extended editor

46 votes
Version: 
1.1beta
Date Updated: 
05/07/2011

A script that adds some more functionality to the mxs editor.

Additional Info: 

(copy&pasted text from my site)
Started on this new script some time ago and i'm working on it on and off when I got time. At the moment it is still kinda rough around the edges and serves more like a proof of concept rather than a finished script. Anyway.
This script is meant to add some functionality to aid the scripting process in Max. The first thing you'll notice is that the scripting window and the listener is bundled into the same window. You can toggle to hide and show the listener by pressing the Listener button at the top button row.

The next thing I added is a simple outliner which shows a list with all your functions, UI elements, structs and event handlers in the currently opened maxscript. It works the same way as the ctrl + right click functionality in the editor; it will set focus where the selected element is in the script. You can toggle this feature on and off just like with the listener. Default is off.

The biggest feature of this script is an added scripting window where you can edit and compile c# and VB code. It has not very much functionality added to it, but you don't need an external IDE to compile assemblies to use in Max. You can compile your code to either an executable, an assembly or just straight to memory. There is syntax highlighting for c# only.

Before you can compile you need to configure the compile settings. If you are creating an executable or an assembly you need to specify the name and the path where you want to save the compiled results. When you are compiling to memory you just need to specify that you want to compile it there. If you need to refer to other .dlls or files add them to their respective text boxes (separated with a ',') See picture:

If you compile to memory, you can access the compiled results like this (old picture):

You can toggle this window on and off just like the others. Default is off.

The last feature is a stripped down (UI wise) version of the script explorer. Details can be seen here

Some credits:
http://forums.cgsociety.org/showthread.php?t=899696 Used this as a base to poll updates from the mxs editor.
http://www.mdxinfo.com/resources/scripting.php Used a heavily modified version of this for the new scripting window.

As mentioned, the script is still very unpolished. But do try it and give me some feedback! :)
Download for Max 2010 and above: Click to download

Download for Max 2009: Click to download Thanks to Alexander Kramer for making it work in Max 2009!

Known bugs:
- If the maxscript editor turns all gray, just create a new script from the MAXScript dropdown menu inside max. This will refresh the window back to normal.
- If you have not set the compile options and press the compile button, the compile options are triggered but the script is not compiled. You need to press the compile script button again to compile.

Version Requirement: 
Tested in Max 64bit: 2012, 2010. Max 32bit: 2010

Comments

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kyle108's picture

is this version capable of

is this version capable of working in 2016?

Nik's picture

Here is a working instrument

Not lost :)

AttachmentSize
mxsextendededitor.mzp 128.54 KB
20151230_11-57-21_mxsextendededitor.png 40.23 KB
mad's picture

didnt work :( -- Error

didnt work :(

-- Error occurred during fileIn in #C:\3dsmax2014\3ds Max 2014\scripts\MXSExtendedEditor\MXSExtendedEditor.ms; line number: 35
-- Error occurred in anonymous codeblock; filename: C:\3dsmax2014\3ds Max 2014\scripts\MXSExtendedEditor\MXSExtendedEditor.ms; position: 1339; line: 35
>> MAXScript FileIn Exception:
-- Syntax error: at ;, expected
-- In line: f <<

max 2013/14

Nik's picture

Thanx

Nice Tool

haavards's picture

That should be doable, I just

That should be doable, I just have to find time! It looks like I'm going to be buried in school assignments this semester :)

Darholm's picture

Features

Nice work! The outliner is very useful!
I just have two wishes for the next version, maybe you've already planned to develop them : the posibility to switch the outliner from right to the left of the editor, and a real treeview behaviour in it (meaning the collapsing of main nodes like Functions or UI Elements).

haavards's picture

http://www.scriptspot.com/3ds

http://www.scriptspot.com/3ds-max/scripts/mspm-maxscript-project-manager
I think this is what you are looking for script_butler. I've not tried it myself, but is has an automatic creation of mzp-files. The compiler in my script is for c#/vb :)

I rewrote the whole mxs extended editor the other day, I'm going to upload it soon I guess.

Jeff Hanna's picture

There's no such thing as

There's no such thing as 'compile to a .mzp file'. Maxscript Package files (.mzp) are just .zip files with their extensions renamed. They're used to distribute files that make up a single tool. MaxScript is a JIT compiled language. Tools are always distributed as source code.

Jeff Hanna
Principal Technical Artist, Volition

Script_Butler's picture

How can i access the compiler?

I'd like to compile a script of mine to a .mzp and think your script is the answer but I can't find how to use the compiler....

Cheers.

Script_Butler

jannyltd's picture

Great stuff! Already

Great stuff! Already replacing my normal editor. One issue though - when closed some of the windows stay as separate and should be closed one by one manually.

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