View Full Version : fixing bitmaps without causing Max to load them
cyrfer 06-11-2011, 12:58 AM I accidently posted this topic twice. Here is the real discussion thread.
http://forums.cgsociety.org/showthread.php?p=7017574#post7017574 (http://forums.cgsociety.org/showthread.php?p=7017574#post7017574%20)
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Frstrm
06-13-2011, 07:34 PM
I wrote something similiar to this and this is how I did it...
-- This gets all the bitmaps in the scene
local matBitMap = getClassInstances Bitmaptexture
-- loop thru each texture
for iLoop = 1 to matBitMap.count do
(
-- get the filename for the texture
local sPrevPath = matBitMap[ iLoop ].filename
-- if the file doesn't exist, fix the pathing
if not( doesfileexist sPrevPath ) then
(
-- Do Stuff Here...
)
)
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06-13-2011, 07:34 PM
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