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[Closed] Setting "Compress on save" with script?

Hi, I’m trying to use:

setIniSetting (getMAXIniFile()) "Performance" "WriteCompressed" "1"

to set the file preference for compression on save. If I execute this code, it seems to work fine. As in it changes the setting in the ini file, but the preference in max is still set to off. And when I save a max file, it isn’t compressed and it has set the ini file back to not save compressed.
I can’t find a way to set the preference inside max or a way to stop it from resetting the ini file after I change it.

Cheers,
Cg.

6 Replies

only way I know of would be the ‘ugly’ way – ie. using the UI Accessor
hopefully someone knows a better way

I have also tried to use a startup script to do the same thing cause we use deadline to sync scripts for all machines. But it fails the same way. It manages to set the ini file, but max seems to overwrite the setting in the ini file still.

you would need to set the ini setting before max is loaded. a startup script is too late. i have heard of people/companies renaming 3dsmax.exe to something like 3dsmax_original.exe or whatever and creating their own program named 3dsmax.exe to do whatever they need before loading max and once this process is done it launches the original exe. i think the renaming was mainly so that shortcuts could remain unchanged so the process would be invisible to the user even if they were to manually go to program files etc and click the 3dsmax.exe

Yeah that’s how the deadline sync works… You run the 3dsmax_synch.exe and it does all the syncing of scripts and plugins etc. and then starts max. I was hoping to avoid having to do it in a similar way and instead just check the settings and set them if needed in one place with my shot setup tool to keep things as tidy and manageable as possible for future.

Cg.

well like i said earlier there’s always the UIAccessor method unless you are strongly opposed to flashing dialogs. Maybe if you combined the UIAccessor with disabling redraw for the entire 3dsmax window it would be less of an issue.
it should be easier, but like many things in max, its not…

Yeah I’m also holding out for a possible cleaner way before jumping into the UIAccessor method. Flashing dialogs aren’t a massive worry, but I’ve never used the UIAccessor stuff before and it seems very hacky so it’s not ideal. But if I find out that it’s the only way to do it from inside max, then I might end up having to do it that way.

Plenty of other things to write in the meantime.

Cheers for the replies,
Cg.