The plugin/script comob is out now, hopefully it is useful to some people. The plugin comes with sourcecode if someone wants to recompile it...
as vertex colors/alphas are a mighty thing, ie in game you can blend between textures using them and such, I thought about making it a bit easier to visualize/use them in max.
I am on max5.1 so likely it got better on higher max versions...
anyway the idea is following:
1 plugin: a "extended" vertex color map, it allows the user to specify any UVW channel (or vertex color) to be used as color, also comes with a invert checkbox [img]/images/graemlins/wink.gif[/img]
2 plugin/script: to copy uvw/vcolor/villum/valpha to each other, essentially making it possible to use villum or valpha in the renderer, a little tricky by abusing a uvw channel but I didnt find a fast reliable way of accessing vertex alpha during rendertime in max.
it will also allow to read/write from individual coords (U,V,W or R,G,B)
it looks like the second one will be a plugin too, originally thought about making a max script, as it seemed easier, but it doenst look like its actually easier to access vertex illum/alpha from maxscript.
anyway any thoughts about the idea ?
the first one is already written, second one is just in the works. I did some search about vertexcolor/alpha tools but mostly they focus purely on the normal vertexcolors, there is a really nice maxscript "vcTools2" out there...
however most game engines would be RGBA per vertex not just RGB, and you could also send more data or encode into single channel to do fx... also as I wanted to do a bit more "gamelike" rendering with max materials I need a vertex alpha map.
if someone knows if this has been done before, please tell me, would save me some work [img]/images/graemlins/smile.gif[/img]