[Closed] pipe maker script and collision detection
Anything new about this script? Is it released? If not, will it be released and when?
Regards
Stefan
Ive just not had the time to work on it but hope to get back to it soon , I wil lpost it up here when Im happy with it. sorry for the delay if any of you guys are waiting to try it out.
here’s my pipe script Im sure some things could be done better but I’m posting it up here as I’ve had a few Emails asking about it, if I get the time I will try fix it up some more. if anyone wants to improve it please feel free to do so Thanks to Dub for helping me out with parts of this. unzip the folder to your max script folder
http://www.dmax-scripts.co.uk/Index_files/Scripts_files/Pipes_files/Pipes.zip
There are still a few bugs in this script, Ive not had it crash max but save your work before using it just in case.
Thank you! That’s great!
I’ll try to do some cool things with that. :oD
Overall, it’s pretty cool. I found a number of crashes. Here’s one…
- Run script
- Hit start
- click load part, and click join01
- Hit rotate X, Y or z. The part doesn’t rotate.
- Check “Place parts”, Psetp to 2
- Click Step twice, I get a crash “No “Instance function for undefined”.
Also, if you click “Pick Start” or “Pick Box”, and then delete the start object or box, the script crashes on execution.
Also, the “Up”, “Left” etc buttons might be better renamed as “Turn Up” and “Turn Left”, otherwise, they seem like directions, as opposed to directions to turn to.
I know it’s really rough, but hopefully some of this info helps to improve it when you get a chance to work on it again. It’s a very cool idea, thanks for posting it.
- Neil
Dmaxer, I am interested in this pipe script too. I went to your website but it is down, any chance you can share it?
yeah I lost my Job so can no longer spend cash on a website anyway it should still be up on scriptspot.
edit; it is and heres the link
http://www.scriptspot.com/3ds-max/scripts/pipes
Ive not had time to work on it some more but hope to get round to it at some point.
Coming in way late here…
I wonder if the thing to do is not try to intersect geometry on a “random polygons in space” basis but rather use an occupied space grid. “Does this cell have a pipe in it?” The problem looks like a variant on the generic maze generator. They can be written to avoid shapes (omit cells) and favor directions (if n < 7 then n=1). I suspect that the Windows screen saver used such an alg. (In homage to that, one of the joint types should be teapot
One thing that might be interesting would be to accomodate different pipe radii. I can imagine it being done simply as sometime occupancy just covers more than one cell at a time. I can imagine it being done with a fancy octtree but I’m not quite wrapping my head around that and have a suspicion it doesn’t buy anything.
One other thing that might be nice would be ganged and daughter pipes. The easy was would be something of a hack – use a multi-pipe profile for a single run. I’d rather see a mechanism where a pipe can follow an existing or where two generators communicate (for a fixed time) to make the same decisions.
It also looks like a kind of constrained ivy generator.
Anyway, I’ll go check out your script now, the three year old image looks awesome.
three years old, where’s all that time gone lol
hope you find the script useful let me know if you do anything with it