Author Topic: Arranging Lights in Lightmix  (Read 4694 times)

2025-05-12, 15:53:34
Reply #30

Frood

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I also had the delete button in mind but thought it would be more consistent if adding and deleting stays in render setup because to include adding would be quite complex :) I like the multi selection and direct rename feature very much.

But I miss a default icon definition and fn clamp. It is undefined and I get the usual error when trying to d&d.


Good Luck



Never underestimate the power of a well placed level one spell.

2025-05-12, 17:24:55
Reply #31

Avi

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I hope this fixes the issue.
Arpit Pandey | chaos-corona.com
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2025-05-12, 18:34:03
Reply #32

Frood

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In fact there were further issues. I see that additionally the rtFil handler is already fixed, now there is still is a non functional callback to auto refresh the list. Callback functions have to be global unfortunately because they use another scope, so "REO_roll != undefined" will always be false, and you cannot call the required functions on it. But just add a "global REO_roll" (yes, we all hate globals...) before defining the rollout and the auto refresh will work.

Then: please update the version variable to 0.4, not to 4.0 :) And the button state (pressed) when the script is displayed (on isChecked()) is gone as well as the docking option. And I'm no friend of fixed layouts.

But those are features I want to have for myself primarily and do not affect functionality. With the exception of removing the fixed layout where I struggle when it comes to .net controls, I have brought back those features into your previous version here for personal use :)


Good Luck



Never underestimate the power of a well placed level one spell.

2025-05-13, 08:06:41
Reply #33

Avi

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Hi, I have revised most of the things but few things I still cannot solve. #buttonState (It only updates when some other max UI is refreshed) and I have not touched layout flexibility, still it uses fixed size (will play with it later) Version update is fixed, docking functionality is brought back :) Global Reo_roll declaration fixed. #fixed colors too so its blends easily with max interface

Feel free to improve it further.
« Last Edit: 2025-05-13, 08:14:16 by Avi »
Arpit Pandey | chaos-corona.com
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2025-05-13, 09:34:32
Reply #34

Frood

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Nice :)

My comments after quickly looking at it:

(1) As for button state: replace line 195 to 198 by just 'updatetoolbarbuttons()'. Usually max calls this itself at every reasonable and stupid occasion (for example when just selecting something in scene explorer), but sometimes fails when it would be important. Same at line 305 to 308.

(2) Kick line 293 and 302 - it does not work like this, 'buttonText' is no variable but part of the macro definition.

(3) 'useCUI' is 'true' initially, leading to an error (catched by try/catch) in 'on execute' if you press the button when the window is open because 'unRegisterDialogBar()' is executed without having the dialog registered. Has to be defined as 'false' initially.


Good Luck



Never underestimate the power of a well placed level one spell.

2025-05-14, 19:28:34
Reply #35

Avi

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Thanks for the feedback. Now it works well.

Arpit Pandey | chaos-corona.com
3D Support Specialist - Corona | contact us

2025-05-23, 17:31:55
Reply #36

CharlyRT

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Hi
I was trying to add 2 buttons from v0.3
Move UP and Down
I used the code from that version but it seems thar the whole code change in v0.4 and I cant use them.
Could it be possible to help on this one

Im attaching what I was trying to... obviusly I dont know anything about of scripting :(
Carlos Rodriguez
RTstudio​
www.instagram.com/rtstudio.archviz/