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Now that we can import MXM folders....A Question.

Posted: Mon Nov 26, 2007 10:59 pm
by adri
Hi

I participated in the create a MXM and download all the MXM library so I've got loads and loads of custom MXMs.

When 1.6 came out I foolishly tried importing all the MXMs something like 1800 or so. C4D crashed and even when I tried importing just a single folder with 250 or so MXMs it became very very slow.

So what I'd like to do is reorganise my MXM library into specific folders like 'Walls' or 'Tiles' or 'Floors' etc etc

The trouble with that is that I'll have to go through that terrible process of remapping all the texture files.

Could anyone suggest a better way to manage this process?

Could NL give us a small app that would run through a folder structure and remap texture paths? I'm sure it would be easy to program if you know the way that the MXM editor stores path information.

It would be such a useful addition to the Maxwell application set!!! Both for MAC and PC!!!

Cheers

Adri

Posted: Mon Nov 26, 2007 11:26 pm
by dyarza
Indeed...

I did something similar months ago. I created folders for each category in my MXM library, but what I had to end up doing is to create a folder named "Bitmaps" and place all the images there. Then remapping became pretty easy but still time consuming. I started with a small library, which helped, and I have maintained the structure since.

For a large library it would be good to have such a utility.

D

Posted: Mon Nov 26, 2007 11:35 pm
by Kabe
Yes, indeed... the plugin is in this regard a bit behind studio, which already fixes it.

Kabe

Posted: Mon Nov 26, 2007 11:49 pm
by adri
how does studio fix this problem?

not that it helps really as I want to work in C4D not studio....

Posted: Tue Nov 27, 2007 8:51 am
by Kabe
The same way it probably will be solved in the plugin:

Just look at the *.mxm's location for the texture files and reset the paths
during exporting the MXS export, if there were found there. Throw out a
warning and give the user a chance to relocate the textures if there were
not found there.

So, it's a bit of GUI work to get this right.

This will only slow down MXS export for a few seconds in total, and should
ensure that you would never start MXCL from the plugin with missing
textures again.

Kabe