Quick and dirty max script for weapon templates

A dummy’s guide to getting it set up would be appreciated here too, not everyone touched Max (at all) before HWRM…

Are all these new additions being consolidated back into the GitHub project?

//EDIT
Looks like they’re all in the project, nice :smile:
However when I try to use anything I get lots of call errors, null or undefined values aren’t being captured by the script.

Now that never used to happen, and I can’t quite see why, as it works if you close the script and then reload it by using the Run Script button. I’ll keep investigating it.

EDIT: I’ve figured it out. The functions weren’t defined first, so on first run, Max didn’t know what the functions were. I’ve fixed that, and made the ship templates a little more user friendly (as they now give you an error message that doesn’t cause the entire script to die). Plus, I neatened up the code a little bit.

Download the updated script here.

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Thank you CMDBob! I’ve been able to get the tool kit to do stuff now! Just need to wrap my head around what everything is now… :confused:

Very much appreciated.

matththegeek
CMDBob
EchoRed

Thank you all for the tools. These are GREAT! :smiley:

Any reason why it defaults rotations to 0,0,0? I thought the root needs a 90 degree rotation around x

It was simply to make sure that there was a number in the box. I’ll probably change the number to 90 in the morning and upload it, along with the marker button I’ve added too.

I wanted to make a listbox for Navlight to be able modify the parameters after creation, but I hang on how to retrieve the information of a name and add the information in the edittext.
If you have an idea. :stuck_out_tongue_winking_eye:

EDIT:

I solved the first problem, I manage to get the information, but I still can not write in a edittext :sob:

EchoRed, you should be able to just alter the ‘text’ property of an EditText object, e.g.

    myEditText.Text = "some String"

Can we get the remaining CFHodEd options into the scripts list please? Unless you’re cheating like I am and re-purposing the multigun corvette example ship you don’t have the markers available…

Also, since you all seem familiar with Max. How do I smooth a mesh? I’ve gotten as far as adding weapon joints with my grand experiment and I think Milkshape smoothing information wasn’t brought in with the OBJ file (I had to resave the *.NIF as Max couldn’t import it, also there’s no way I understand to create the separate thruster section, so I did it in Milkshape first). But yes, where’s the “smooth mesh” button? :confused:

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Select the mesh, choose polygon or element mode on the sidebar, then scroll down to Smoothing Groups. Make sure the polygons you want smoothed are all selected, then use Auto-smooth. The number to the right of the button is for the smoothing threshold angle. Any two adjacent faces are put in the same smoothing group if the angle between their normals is less than the threshold angle.

You might need to fiddle around somewhat with the angle to get a good effect, and there might be a few areas here and there that need hand smoothing for the best visuals.

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I tried playing around with that smoothing option on the right hand menu, I selected the mesh from the left side, selected the cube for element mode from the right side up the top there and then ticked auto smooth. I fiddled with the threshold value and the bank of numbers there but nothing changed… nothing smoothed >_<

I’m running into the same issue with smoothing. Try re calculating normals and make sure viewport smoothing is turned on.

Could be that the OBJ importer is making the mesh’s normals explicit. When you use the 3DS Max OBJ importer in the future, try setting the Normals option to Auto, rather than Import From File. To fix any models you’ve got imported at the moment, the easiest way I’ve seen is to detach all the polygons from the existing mesh into a new object, then delete the old one.

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I wasn’t sure how to detatch anything so, since I’ve not edited the mesh, I just reimported it with the normals on Auto (did not know they were related to smoothing, in my mind normals were bumps :confused: )

But yes, it worked! It’s smooth again! :smiley:

I have to say though, doing these from scratch will definitely be the exception for me… bring on UNHOD or whatever they’re going to call it!

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RODOH is the only acceptable name.

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As it has been said, so it shall be.

On other news, HUGE SORRY for the late HODOR/RODOH update. I’ve been (and continue to be) SUPER swamped with the other behind the scenes code/engine changes - and had zero to apply at all to tools. That said, they are very, very nearly ready. Even the next Ship Examples is a week late for no real reason :frowning:

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Nate. I ran into that too. To fix it just hit Reset XForm. From there turn it into an editable poly model. It’s in the last tab on the right hand menu (top). Looks like a hammer.

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I did not finish, but if it can help you move faster. I have not tried the marker in the game. Select Navilight in the list of the script before editing.

EDIT:Sorry the link will arrive later an error happened that I must resolve quickly

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@BitVenom We’re all hanging out for … RODOH? Please tell me it’s not really going to be called RODOH… DeHod or UnHod is much more intelligible… :stuck_out_tongue:

When there is news please let us know :smile:

@EchoRed That would be great thanks! Does it include that marker mesh? :smiley:

There’s still an exception when the right item is not selected before you hit the button to create something, can a message be done or something for this?

Also, I noticed that the heading and rest boxes on the weapons are around the wrong way, rest should be facing forwards and direction should be facing up

RODOH cometh, soon.