Originally Posted by vlad_the_implyer
But, why would you need this? The only usefull feature is exporting smds, and there are exporters that do that.
Well, it's a fair point, and maybe you know an awesome workflow that I don't (if so, please share!) but I just found the whole import and compilation process to be very tedious and painful for iteration.
As Neox says, to have a simple, "one click" pipeline (which is what my tools essentially allow) straight out of 3dsmax, saves me a lot of effort - especially if I want to make more couriers.
Partly it was just a fun little side project too, I like to do a bit of maxscript on the side
And you're right, there are exporters for SMDs already (I use an existing one and just wrap the maxscript functionality) but it basically means I can set up the whole asset as a single data file in 3dsmax, have all my exports set up in the max scene so that they can be rapidly re-exported in a consistent manner, and then a button that just converts all TGAs to VTF, writes a VMT using settings from the UI, and writes a QC based on the chosen settings.
It then also compiles the QC and immediately overwrites the default Donkey courier model so I can just launch Dota 2 Test and check the model in-game without having to do anything else - it's all inside 3dsmax!
Maybe it's not saving that much time really but it was a fun project and we found it useful - especially since we have all our files under version control since we work remotely so we can ensure that both of us are working with exactly the same settings and workflow.
TL;DR: We think it saves us time, I'd love to be proven wrong though, I'd love to learn something!
Also thanks for all your kind replies guys, it looks like the people on the Workshop like it too