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Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: khazuma on 2024-05-20, 18:48:07

Title: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: khazuma on 2024-05-20, 18:48:07
I tried archiving a scene in 3ds Max 2024 using the "File", "Archive..." option to share it with others. However, when I open the archived scene, the texture paths aren't changed to those within the archive file. How do you guys manage to update them?

I know the method of using the Resource Collector to gather all texture files into one folder and then re-linking them using Relink Bitmaps. However, there's a downside to this approach when different images have the same file name. It ends up prioritizing one, which can be problematic if it's not the correct texture. But with 3ds Max's archive function, it retains the original texture path structure, so even if there are textures with the same name, their different structures make them distinguishable.

I'm thinking of just changing the prefix of the texture paths when archiving. Does anyone know how to do this...?
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: TomG on 2024-05-20, 20:34:46
Archive gathers everything into the one folder you get, including all texture maps etc. So on opening the scene from in there, you open the Asset Tracker (shift T), select everything, and then set the path to point at the one new folder you have.
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: khazuma on 2024-05-20, 20:44:29
I didn't know it could be done that easily... I have a question: What's the difference between the "OK" and "Found" status in asset tracking?
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: James Vella on 2024-05-20, 21:36:16
I didn't know it could be done that easily... I have a question: What's the difference between the "OK" and "Found" status in asset tracking?

OK means the texture is pathed correctly.

Found means the texture is not pathed (or pathed to a previous directory), but has been found in a directory below the 3dsmax file. For example:
\ 3dsmax.max file
\\ some directory
\\\ texture.jpg

or

\ 3dsmax.max file
\\ some directory
\\\ some other directory
\\\ texture.jpg

etc...
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: Aram Avetisyan on 2024-05-20, 23:28:40
Hi,

A 3ds Max scene automatically "reads" its current directory and all the sub-directories. There is no need to repath assets if they are placed in this way.

If you want the asset tracker to show the exact path of the asset, you can right click and set path to absolute.
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: khazuma on 2024-05-21, 03:31:09
I wasn't aware of the capability to read subdirectories. Thank you all.

However, I do find one aspect of the archive feature cumbersome: sometimes, after archiving, not all assets are collected, resulting in missing ones. There are no Missing Paths, and I use assets from three different drives: C, D, and network drives. Are there any precautions I should be aware of? I sometimes struggle with issues related to assets not being archived.
Title: Re: How to Set Texture Paths After Using the Archive Feature in 3ds Max
Post by: James Vella on 2024-05-21, 12:19:22
Generally good workflow to make sure all textures are pathed (OK, instead of Found). You can use Colin Senner Bitmap relinker (https://colinsenner.com/relink-bitmaps/) and just pick the top directory, it will search all child directories and repath all your textures for you.

This saves you headaches when copy/pasting objects between scenes in other project directories where the textures are not in the sub-directory.