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You can also use the 3ds Max resource collector. The advantage. It can re-write all the bitmap paths to the destination folder so when you re-open it one day all the maps won't be missing.
I knew about the save as archive but it bugs and doesn't work 2 times on 3 for me.
Where can I find that : "3ds Max resource collector"? Is this build in Max?
I'm using the asset collector script from Morozov Anton, it work 90% of the time, still few maps here and there that he can't relocate, no clue why, so i have to finilize the collection by hand.
I knew about the save as archive but it bugs and doesn't work 2 times on 3 for me.
Where can I find that : "3ds Max resource collector"? Is this build in Max?
I'm using the asset collector script from Morozov Anton, it work 90% of the time, still few maps here and there that he can't relocate, no clue why, so i have to finilize the collection by hand.
It's actually bugs out.
It re-pathed only half of my textures and didn't touched at all to the *.vrmesh
So the script I'm using is doing a better job even if it's not perfect and I need to manually move few jpeg to the new location, but 90% is done where as this collector doesn't even do 50%.
maxarchive probably chickens out due to size. Have not tried with more recent versions, but last i tried the zips could only be 2GB in size. So if you have a lot of assets that breaks.
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