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So, you all know that placing hundreds of lights using attachpoints in GMAX is a nightmare right.... ? Not any more...
First, draw boxes everywhere you want the attachpoints to be. Do not rename from the default Box01 Box02 etc. Also, make sure to convert to an editable Mesh.
Now... here is the cool bit... Download the attached script....
That script, when placed in a new MaxScript and evaluated will take every object named "box*" (so box01, box02, box03, etc.), rename it to an incremented attach point name, put in the correct XML blob, with the incremented attach point name, and in this case, give them all the effect of fx_obslight.
Be careful though, you have to use it only once (or redefine your starting number "strAttachNumber = 0"). Because if you have two "attachPoint_RedLight1" in your scene, only one of them will show up.
What you can do is just change "strAttachNumber = 0" to be one greater than the highest attach point number in your scene, and then run it again with another batch of boxes.
First, draw boxes everywhere you want the attachpoints to be. Do not rename from the default Box01 Box02 etc. Also, make sure to convert to an editable Mesh.
Now... here is the cool bit... Download the attached script....
That script, when placed in a new MaxScript and evaluated will take every object named "box*" (so box01, box02, box03, etc.), rename it to an incremented attach point name, put in the correct XML blob, with the incremented attach point name, and in this case, give them all the effect of fx_obslight.
Be careful though, you have to use it only once (or redefine your starting number "strAttachNumber = 0"). Because if you have two "attachPoint_RedLight1" in your scene, only one of them will show up.
What you can do is just change "strAttachNumber = 0" to be one greater than the highest attach point number in your scene, and then run it again with another batch of boxes.
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