ScriptSpot

Script

Game Models Tools

By joqqy · 2012-10-14

Version
0.1
Version requirement
2012 or higher
Date updated
2014-10-25
Votes
4
Description

This script lets you perform various texture map batch operations and batch import and map various game object formats. You can batch populate and rename the filepaths for different map slots ( as well as set other common properties ). If you have many bitmaps named according to a naming convention, you can quickly populate the appropriate maps accordingly.

At the current moment, there is no help documentation.

Simply run the script from the maxscript menu.

Works with Standard and Multimaterial

Best Regards joqqy

Additional Info

More info here http://apps.sthsweden.com

2014-10-24
Major update to the Source Engine .vmt parser. The parser now analyses more shader variables and shapes the max shader accordingly if possible.
Added XNA-Lara / XPS batch import
Added Demon's Souls batch import
Minor bug fixes 

2014-07-31
Log File update

2014-07-13
Improved automatic mapping for Source Engine assets

2014-03-09
Integration with Asset Explorer 

2014-03-09
Added option to manage the gameslist from within the script 

2014-03-09
Added Garrysmod *.gma extract
FBX bones import fix 

2014-03-02
Bugfix added to network path mesh database writing 

2014-02-23
Fix added to auto texturing multimaterial on unreal models. If for some reason the matfile was missing in any of the submaterials, it will now be detected despite that.

2014-02-01
Added a thumb preview list for models that have a rendered preview.

2014-02-01
Game archive list added. You can now add and remove game archives for easy access to your catalogs and organise it all from within the script. 

2014-01-31
Database reader optimized 

2014-01-31
Added a database explorer and batch importer for various mesh formats (see the dropdownlist for the additions). You can now import and map all objects from the database, no need to import and map each object separately, if the format is supported, just press once and have all objects mapped and exported automatically. Additionally there are several minor bugfixes. 

New in 0.1 (October 16 ‎2013): Alpha texture preview, Render UV template preview, Preset option to apply and import textures, texture dropdownlist, shader control, mat id viewport highlight, clone material, get current material, normal, bump, specular, opacity and gloss control.

New in 0.1 (August 19 ‎2013): Texture cycle toolset extended with a more intuitive workflow to control the texture operations

New in 0.1 (August 6 ‎2013): Name and Version change. Added a Ninja Ripper map tool

 

 

 

 

Attachments

Tags: Material, batch, naming, texture, maps, missing texture maps, populate, renaming, list materials and textures, bulk

Comments (12)

drybonez82 · 2014-11-07

This is useless, you haven't included all the files needed to run the script so it crashes all the time. Wheres the import_farcry1_batch.mse that is needed?

--compile error

Hiwap · 2014-10-19

thanks for the script but I'm getting a compile error

--Compile error: Can't find include file: X:/Game Models Extraction/Programming/Maxscript/GameModelTools/GameModelTools_work2/include/log_func.ms

TUT

ghostpro278 · 2014-09-01

somes tutorial, please! How to it work

fajar · 2014-01-30

the UI is very big I cant see my scene behind it.

barigazy · 2014-01-30

This kind of UI need to have options for transparency ei. "see trough". :)
Also I dot't know how this tool is always on first page on this site
even though no one posted a comment and version number is not changed (tool is not updated)? This way of "forcing for top position" is disrespectful for other members who posts new tools here.

Forcing?

joqqy · 2014-01-30

Tool is updated, many updates are very minor, bugfixes and such, not worth mentioning.

If you upload a new version, this site puts it on top.

So it is either submitting a new version, or not, and the latter option doesn't really make sense.

barigazy · 2014-01-30

Don't get me wrong I said that because I saw that users require some fixes related
for this tool and you do not mention anything about it. It's a good habit to at least put some info once in a while. I hope you agree with me :)
Cheers!

joqqy · 2014-01-30

Sure, np

Multiple screen

joqqy · 2014-01-30

A second monitor is very useful, almost required.

I am thinking of making the UI smaller and tabbed, but that will have some crucial features hidden and require to click a tab to access them.

Will see if I do it.

Missing render.gif

aske · 2014-01-17

" --Runtime error: Can't load button images: bitmap: "render.gif" "

Missing mse

gdodo · 2014-01-08

Hi Joggy!
It looks very useful! I have a problem running the script on Max 2014:

-- Compile error: Can't find include file: $scripts/GameModelTools/include/Cabelas_BigGameHunter_2012_PS3_tex.mse <<

I couldn´t find this file anywhere: Cabelas_BigGameHunter_2012_PS3_tex.mse

Am I missing something?
Thanks

New version

joqqy · 2014-01-09

Hi gdodo,

Sorry, there was a spelling error in the latest compile.

I have uploaded a new version. It should be corrected.