The scripts and programs on this page are indicative of the types of tools I have written to increase artist efficiency. Due to copyright restrictions I am unable to distribute the tools I have created while working at Mythic Entertainment.
MaxJack
NormalMapperUI
NormalMapperUI provides a graphical front end to ATI's normal map creation tool, NormalMapper. The interface lets the user pick the input data they would like to use, the output format, and set all available creation options. The program then passes the information off to NormalMapper for the creation of the image. As of version 1.20 NormalMapperUI is also available as a standalone VB.net application. The UI and functionality is identical to the MaxScript version. The stand alone version is useful for artists that are using modeling packages other than 3ds max. Before the VB.net version will install the Microsoft .Net Framework needs to be installed on the target machine.
ATI's NormalMapper utility can be downloaded from Tools section on the ATI developer site - http://www.ati.com/developer/tools.html. NormalMapperUI is hosted there, also.
Download NormalMapperUI
MaxScript version (1.22)
VB.Net version (1.21)
VersionControl
The VersionControl package integrates 3ds max (R4 or higher) with the Perforce version control system from Perforce. It provides check in, check out, add, revert, view, and submit commands to the Perforce system from directly within 3ds max's native file requestors. Keeping max scenes properly version controlled is automatic, the user just has to use the standard 3ds max file open and save requestors. Everything else happens in the background, without any user intervention. The core functions that integrate the VersionControl package with Perforce are kept in a separate file from the code for the UI. This encapsulation provides a way for the functions to be recoded to integrate with other version control systems without requiring an entire rewrite of the scripts.
Perforce is free to use for non-commercial products. That makes it a great tool for game mod teams to use for versioning their code and assets.
LSSpiroGraph
LSGardener
LSSelectionSwitcher
LSAboutFace
During the development of Soul Forge Lodestone Games was asked to consider reusing some character art assets that a different studio had developed for another game Sony was going to publish. While the external assets were made in 3ds max and Character Studio, the build specifications were completely different that what was being used for Soul Forge. Soul Forge characters were designed in centimeters and with the front of the character facing down the positive Y axis. The external character models were in inches and facing down the negative Y axis. Rotating a biped skeleton into a new default position is exceedingly hard. After a lot of trial and error the art team at Lodestone figured out a series of steps that would accomplish the task. LSAboutFace automates those steps so the artist just has to push a few buttons to get the assets converted into the proper format.