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Update: Max2Ctor 1.0.1

Update: Max2Ctor 1.0.1
Name:Ryan Mounts 
Date Posted:Jan 24, 2008
Rating:4.5 out of 5
Public:YES
Comments:YES
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Blog post
The Max2Ctor macroscript for 3dsmax users has been updated and can be found at the following link:

Max2Ctor.zip

(Thanks to Orion for hosting this!)

None of the core functionality of Max2Ctor has changed... the code is now more robust, a minor bug was fixed (it would crash if a Multi/Sub-object did not have a material for each face ID of the object it was applied to), the default save folder is no longer the "Constructor\scenes" folder but the last folder you used, and an export feedback dialog was added.

Now after the scene is exported you will see a list of warnings to provide feedback on where problem areas might be in your scene. None of the warnings will keep the scene from exporting, but if you encounter problems in Constructor, you might go back and try to fix the warnings and re-export.

If you have previously installed Max2Ctor, simply save the new Macro_Max2Ctor.mcr file over the old one. Restart 3dsmax and click the Max2Ctor button. The floating dialog should read "Max2Ctor 1.0.1" at the top. If it doesn't, max is using an old copy saved somewhere else. Right-click the Max2Ctor button and select "Edit Macro Script". Look at the path in the window title bar. Track that file down in explorer and replace it with the new one. That should be it!

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H.W. Kim   (Jan 26, 2008 at 01:49 GMT)   Resource Rating: 4
Great!

Thank you. =)

UZON   (Jan 26, 2008 at 14:09 GMT)
I cant download, can someone host it somewhere else? or send it to my email?

Petteri Huttunen   (Feb 12, 2008 at 12:56 GMT)
This script uses the texel width when it should be using the texel height here:

for k = 1 to 3 do
(
uv = polyop.getMapVert geometry[i] chan mapverts[k]
U[k] = (width/32.0)*uv[1]
-- V-coordinate is mirrored because 3dsmax defines texture origin in upper left (DirectX)
-- while Constructor defines texture origin in lower left (OpenGL)
V[k] = (width/32.0)*(1-uv[2])
)

...which makes texture mapping break when using textures that are not squares, like 512x256. This is fixed by changing width to height on the line that assigns V[k]:

V[k] = (height/32.0)*(1-uv[2])

Ryan Mounts   (Feb 25, 2008 at 18:24 GMT)
That's a good catch Petteri. I assumed that the bitmap was square power of 2, and there is even code to warn you if your textures do not match this requirement. Since then, I have been looking into the mipmapping code for other reasons and realized that the texture manager will pad non-square-pow2 bitmaps out to the proper size... something I was not aware of. In any event, I remember putting width in that part of the code, assuming width == height, but I really still should have put height simply for completeness. Sorry if that caused you too many problems. Thanks for the fix!

Lorne McIntosh   (Apr 06, 2008 at 04:54 GMT)
For any users who prefer to model in Maya you can still take advantage of this great tool if you export your geometry from Maya as a .fbx and import it into 3dsmax.

Ryan Mounts   (Aug 21, 2008 at 15:34 GMT)
This resource has been updated with Petteri's fix (and a couple of other minor changes) and also now contains the tutorial pdf. This is officially max2ctor 1.0.2. I just didn't feel like the update was big enough to warrant a new blog.

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