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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »BoundingSphere Finder script

Author Topic: BoundingSphere Finder script (2 messages, Page 1 of 1)
Moderators: Dennis

OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Sep 5, 2022 03:08 PM    Msg. 1 of 2       
Download: HaloCE BoundingSphere Estimator - MAX5.ms

Remember when I made a bounding sphere finder a few years ago that looked like this:





It was okay and I got a ton of work done using it, but it had a lot of annoying ease-of-use problems. The first being that the text wasn't selectable, so people couldn't copy&paste and that kinda sucked because Guerilla always loves to do everything with like.... really long 6-point decimal numbers.
It also didn't truncate any really big numbers, so what would happen is that sometimes it would spit out numbers like -102.5E^18 and that was annoying and unusable too.

I've just got a new Windows 11 laptop and decided to reinstall 3DS MAX5(I check compatibility of these programs every now and then) And sooooo.. because I'm playing around with 3dsmax again I wanted to make the old script more.. decent to work with: so here it is AGAIN:


I'm now calling it the Bounding Sphere Estimator:



This version was rewritten on Discreet 3DSMAX 5 running on windows 11 and I've put in a ton more work to make this script easier to work with!


  • Should be very futureproof because of how old and basic the functions are, I avoided using any special functionality.

  • Output numbers are now given in editable text boxes, so they are selectable & can be copied/pasted.

  • Numbers are rounded/truncated, so numbers should no longer show up in unusable notation that Guerilla probably won't handle.

  • Calculating the bounds for a single object now uses a more precise method of finding the bounding radius. The script collects and appraises every single vertex in the object one by one. The result is amazingly compact

  • Calculating the bounds for multiple selected objects uses a less precise method(and so it tells you if more than one object is selected). (I couldn't figure out how to appraise vertices across multiple different objects. Am not THAT good at this.)

  • Added a recalculate button so you don't have to close the script and rerun it every time you wanna use it. It'll still hang up if there's no Frame object though.

  • I made sure that the script can handle people accidentally running it without a selection. It'll just run anyways and tell you that nothing was selected.



Tested with 3ds MAX5 MAX 6 MAX7 MAX8, and Max 2016.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 7, 2022 09:25 AM    Msg. 2 of 2       
Crazy how 3DS Max 5 will work on Windows 11.

Kudos for making the script work better!

 

 
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