View Full Version : Maxscript or batch export for textures?
Soccerman18
04-19-2008, 08:17 PM
I'm working on modeling a city for a project. Right now I have about 400 buildings, but it'll probably end up being double or more of that amount. I wrote a bit of maxscript code to map all the buildings, but I need to export those maps. I can use texporter and go through and pick each building and save the map, but I was wondering if any of you had some maxscript code or something that would be able to handle that?
What do you mean "export those maps" ...
Are they procedurals? Do you need to bake them down to a texture?
Are they bitmap files? Do you just need them to be saved out to a common folder?
I don't really understand what you mean. Can you illustrate with a screenshot of what you want to do?
Eric Chadwick
04-20-2008, 04:53 AM
You mention texporter, I guess you want to export the UV wireframe. Why can't you assign a wireframe material to all and use RTT?
Soccerman18
04-20-2008, 12:52 PM
Sorry if I didn't explain it well enough. Normally I would use texporter to export a wireframe uv map to use to make the textures for the model. Texporter requires you to pick the model, generate the wireframe image, then save the file. A lot of manual interaction there. I've got about 400 seperate models and I need a wireframe image for each so that I can make textures for them. Using texporter and manually selecting each one would take a long time, and since it'd be the same process to do each one I was wondering if there was some way to have Max generate the wireframe uv maps, so that I can set it up, hit a few buttons and let Max chug away and spit out the uv maps. Am I making a little more sense?
I've never used the render to texture stuff before. Just tried it out on a few of the buildings, seemed to work, hopefully having it do some 400 buildings won't cause a problem.
Eric Chadwick
04-20-2008, 12:59 PM
RTT can work on a selection of multiple objects, all at once. It should bake each one as its own bitmap.
renderhjs
04-20-2008, 02:25 PM
maxscript has access to the 'render UV template' in the unwrapUVW modifier,- shouldn´t be to difficult writing a maxscript for that.
on scriptspot they seem to have something like that already:
http://www.scriptspot.com/3ds-max/multirenderuv
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