Tagged 'General Scripting'

render to texture - type error call needs function or class got undefined

hi,
when i try to render to texture

i get this error message:
type error call needs function or class got undefined

i don't know how to fix it
so i decided to ask here before i'll reinstall 3ds max

hope someone can help
thanks in advance

HIDE OBJS WITH CAMERAS

hello , i am newbie in maxscript , I want to crreate a simple script , i have many cameras in scenes , for each camera i want hide some objs , how can i code it ? thank you for your help , sorry my bad english

maxscript modifier plugin problems

Hello!
this is my first post here, I'll explain my problem:

I'm trying to develop a 3ds max modifier plugin in maxscript. I don't want to use C++ cos I'm not skilled enough.
This modifier is suppose to be applied in a shape object and creates a mesh which the topology is arranged in a certain way. The result is not too far from what the Loft objects do.

help with extended viewports

I am attempting turn a rollout into an extended viewport that I can then use to place objects (splines, spheres, etc) just like in the main max viewport windows. I know how to create a rollout. I'm just not sure how to start using it as an extended viewport.

Thanks in advance.

CREATE A XREF IN MAXSCRIPT

I make a script create a xref with a name , everything is ok , but the " xrefs.addNewXRefObject " is too slow , i dont know why ? can you fix it ?

rollout xrefmng "XREF"
(
edittext txtName "NAME" text:"NewName" width:130 height:18
button obj2xr "OBJ to XREF"
on obj2xr pressed do
(
disableSceneRedraw()
newpath = maxFilePath + "xref/"
makedir newpath
filepath = (newpath + txtName.text+".max")
if $ != undefined do
(
saveNodes $ filepath
delete $
)
----------------------------------------
objNames = getMAXFileObjectNames filepath

RAM AND MAXSCRIPT

hello , my computer usualy overload , i want to show CPU and RAM in rollout , please help me , thank you very much for your replies

Need help on a script to convert standard material into another (but keep the diffuse texture map)

Need help on a script to convert standard materials into another (but keep the diffuse texture map)
I want this script to find every standard material in the scene. Keep the diffuse map texture path to then convert the standard material to a "SC2 standard material" (stracraft 2). Once converted put the earlier stored diffuse map texture back in place.

mfor o in geometry do 
(
if classof o.material == VRayMtl do 
	(
 
		tt = Standardmaterial ()
		tt.diffusemap = o.material.texmap_diffuse
 
tt.diffuse = o.material.diffuse
		o.material = tt
	)

running this script from "run script" don't work...

Hi,
I made a little script to project an object on a surface keeping its volume
when I drag and drop the script to max it works fine, when I run from menu "run script" it don't work as it should.
anybody can help ? thanks

How to use :
- select an edit poly object, select all its vertices to be projected
- drag and drop the script to max
- pick a vertex of the selected object which will be in contact with the surface
- clic the button and choose a target surface

---------------------------------------------------------
(
savesnap=snapMode.active
snapMode.active=true

Sorting Array with non string items

I have two questions that are trying to get to the same place

I am creating an array of all modifiers,

modArr = modifier.classes

Is there a way to sort this array into alphabetical order since the items are not strings?

Or is there a way to force "modifier.classes" to return the list in alphabetical order?

Thanks!

Newbie help > get vertex position in EditPoly Modifier

Hi,

Sorry for this stupid question but I'm not able to find an answer for this.
How can I get the position of a Vertex in an EditPoly Modifer?

Many Thanks

Chris

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