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Work Around Script for Drag and Drop Textures

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  • Work Around Script for Drag and Drop Textures

    Hello All-

    I've written a little script to help with the Dragging and Dropping Textures into the material editor. Apparently, hardwiring max to bring dragged textures in Mtl slots as FStormBitmaps is not possible. While the extra steps involved in creating FStormBitmaps and then navigating through explorer to the desired file, or creating an FStormBitmap and then dragging into that map, but then having to back out to the mtl to do a second map aren't huge steps in and of themselves, but its something that I do so many times that it adds up quickly over the course of a project.

    So I wrote a script and binded it to a hotkey that takes Bitmaps in the Diffuse, Reflection, Refl_Glossiness, and Bump slots of just the active MTL and replaces them quickly with FStormBitmaps while preserving the desired file.

    USAGE
    Simply drag and drop textures from Windows Explorer into the Diffuse, Reflection, Reflection Glossiness, and / or Bump slots
    -- of an FStorm Material. They will come in as standard Bitmaps, which FStorm cannot use. With that Material Slot still selected,
    -- simply run the script by either keystroke or toolbar button, and they will be converted to FStormBitmaps while maintaining the
    -- original file. This only works with the compact material editor, and only with the aforementioned Texture slots, though you do
    -- not need to have all those slots filled for it to work.

    --INSTALLATION:
    -- 1. Click Maxscript / Run Script and choose wherever you downloaded the script to. You won't see anything happen.
    -- 2. Click Customize / Customize User Interface / Keyboard or Toolbars
    -- 3. Change the Category to "ThreeMarks"
    -- 4. Assign a keystroke or make a toolbar button for any of the scripts to use.
    -- 7. Enjoy.

    I've added it to my little set of growing FStormTools, which also has a couple of Camera Tools.
    Attached Files
    mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

  • #2
    could you somehow capture the event of 3ds importing the bitmap to trigger the script?

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    • #3
      Originally posted by Iskánder ivp87 View Post
      could you somehow capture the event of 3ds importing the bitmap to trigger the script?
      im not sure if you can capture it in dropping directly into the material editor. but i was looking at a few other scripts, and it looks like i could create a separate window where you could drop images into selected slots and it would automatically convert them and move them to the corresponding active mtl slot. i haven't gone through and tried to put that together yet, though i am planning to.
      mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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      • #4
        Originally posted by ThreeMarks View Post

        im not sure if you can capture it in dropping directly into the material editor. but i was looking at a few other scripts, and it looks like i could create a separate window where you could drop images into selected slots and it would automatically convert them and move them to the corresponding active mtl slot. i haven't gone through and tried to put that together yet, though i am planning to.
        Thanks - works great! Did you had time to look into that? Automatic conversion would be awesome.

        Regarding Camera Tools: Possible to have the created cameras from view named FStorm Cam 001, FStorm Cam 002 and so on?
        Right now they are all called FCam.
        FStorm 1.3.0d I Max 2018 I Win7 I i7 5930k I 64GB I 3 x 1080Ti

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        • #5
          Create or Select a camera and press CTRL+C makes this camera from view
          Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
          Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro

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          • #6
            Originally posted by RobSteady View Post

            Thanks - works great! Did you had time to look into that? Automatic conversion would be awesome.

            Regarding Camera Tools: Possible to have the created cameras from view named FStorm Cam 001, FStorm Cam 002 and so on?
            Right now they are all called FCam.
            What i'd like to do is have a dialogue pop up so that I can quickly give it a name that means something, but I'm far from fluent in MaxScript, so I need to do a little research on how to get that to happen. By not having numbers, I find myself more inclined to actually type in a name for the camera, because with a lot of temp cameras hanging around, i find that the numbers quickly become just as meaningless as not having them. I'll keep you posted on any solutions that I find.
            mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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            • #7
              RobSteady Took a quick look at my desired easy type naming, and it looks like that is going to be a decent amount of work. I can get it so that a dialogue comes up, but it requires clicking into the text box, and then typing the name, and then clicking the rename button. All that clicking sort of defeats the purpose. I'd like to just be able to typing and press enter. And that seems to be a bit tougher. Maybe at some point I will get around to figuring it out. In the meantime, I added unique numbers after FCam. The .mcr file is attached. Just drag into Max and it should be good to go.
              Attached Files
              mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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