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R&D: Level/Material Editing tools/workflow in 3ds max

Custom made tools have been created to assist level editing and material assignment inside 3ds max that that provides consistent naming suitable for exporting into external game engines. The tool is currently designed to provide simple placeholder materials with diffuse (and opacity if texture contains alpha channel).

The workflow consists of three steps/tools:
• Set up a root folder (with sub-folders) where textures that needs to be included are collected.
• A "Material To Library" tool collects textures from the root folders and filters them by filter strings if desired. The result can either be output into a Multi/Sub Material, or into the Current Material Library inside 3ds max. Once the library is created the tool can quickly save the Current Material Library into a file that can be stored and shared.
• The "Material Library Browser" tool can load the Current Material Library into a list, with thumbnails and name visible, and by double-clicking on any item in the list will assign that material to the selected objects or sub-objects.

These tools will be part of DSLscripts.

The textures and scene level in this entry is courtesy of GSC Game World.

Project Discord Channel: https://discord.gg/wSBw7m5X
Youtube Channel: https://www.youtube.com/channel/UCG8asYgVjHtfTmDdEPHKRPA
Facebook Page: https://www.facebook.com/stalkerue4
ModDB Channel: https://www.moddb.com/games/stalker-shadow-of-chernobyl-remastered-ue4

The basic workflow once everything is set up. See entry description for details

Update: The tool now features an Eyedropper feature, where matching materials found in the list is automatically focused. Works on Msub materials as well

The "Material To Library" tool. See entry description for details

The "Material Library Browser" tool. There is also a version made to use Multi/Sub materials rather than Current Material Library. See entry description for details

A walkthrough of the original "X16" level from S.T.A.L.K.E.R. Shadow Of Chernobyl, directly from the viewport of 3ds max