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3ds Max Track Importer for No Limits 2

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I am having a problem with the script. I loaded my CSV and quite a few changes to the ties and spine, nothing major and or script destroying. I saved the project and Finalized it but it crashed, I reopen the scene, and it turns out I cant finalize it anymore. It says that there is nothing generated, so I am wondering if there is a way to make it so that it detects the pre-generated track so that I can refinalize it?

@ NolimitsProjects: That's looking very nice! Glad to see my tool being used!

@ Mcoodles: That's actually not as easy as you might think because all of the objects created by the script are stored in memory. That memory is lost if you close the script before finalizing the track. I'm sorry it crashed, but it's easiest to just generate the track again from the start.

Wow, this plugin is really easy to use ( I just started working with 3ds max). What's the best way to have realistic/ nice looking support connectors connected to the track? I've been experimenting with the intamin pantheon track. Also. is there a easy way to make a double backbone track of it?

zacharynolimits1999 posted on October 11th, 2021

But PvM, what about Schiff wild mouse track?

I had to rewrite the script a bit to make it work, but here it is:

https://www.dropbox.com/s/fpxsmzyfyudbcnr/no limits spline translator V1.5b.zip?dl=0

This will be a temporary release. I've done more track styles in the meanwhile including S&S Thrust air and Schwarzkopf Olympia Looping. I'll release those in a new version eventually.

@ JustAlex: I've modelled connectors for my Vekoma Coasters. I use the align tool to align them to the backbone-splines of an unfinalized version of my track. You have to make sure to correctly position the pivot point though:

Posted December 19, 2021· Edited December 19, 2021

Hi, first of all I very much appreciate the amount work you put into this mind blowing script for free. On my quest to utilize it, I stumbled over quite a few stepping stones, which I was able to fix on my own until now. umm.... help

I got the .csv from a converter as I don't own the pro version. but the spline looks fine I think, it's just that the ties get funky at some places. But I don't know how a correct .csv file is supposed to look so here it is: https://www.mediafire.com/file/omsnulbmrr0j778/Spliney.csv/file

Hey, I checked through your csv file and it's definitely the culprit. Each row of numbers should be more or less incremental to create smooth transitions. But you got some weird jolts in there. If you want, send me your coaster file and I can generate a proper csv file for you.

Hi, unfortunately they're not compatible. However it is possible to use an online converter to convert the .max file into something Blender can read. Like a .obj file. Downside to this is that you lose all spline-based objects (i.e. rail and backbone).

yes of course. You can create a track style that doesn't have a backbone. As for the track connectors. I always create those just like regular ties from the plugin and then use the align tool to align them to existing ties on the track.

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