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Old 2018-02-08, 03:23   #131
B4rr3l
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Hey guys any clue on how to solve this:
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Old 2018-02-09, 12:45   #132
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

I got no solution for the lightmap bleed really Harmonikater. I'm about to do another map so I'll let you know if I come across any issues again Although one thing that I always found was that your OG loading makes the viewport and general 3dmax extremely slow. Where as our old method of loading them in as static and replacing them with instanced versions of a proper version with alpha textures worked rather smooth. Is your version not using instances? Is each tree a unique version instead of an instance? Maybe that's a reason why it's so slow.

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Old 2018-02-10, 13:36   #133
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

That was indeed a bug introduced when I didn't merge in Mats' updates to the import correctly, resulting in existing instances not being found. (Should be) Fixed and tested in 0.46
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Old 2018-02-13, 13:17   #134
[R-DEV]​Outlawz7
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Downloaded latest, can't load static objects for LM:

-- Unable to convert: undefined to type: FileName

local f2 = fopen(foundPath) "rb"

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Last edited by [R-DEV]Outlawz7; 2018-02-13 at 13:36..
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Old 2018-02-13, 16:46   #135
[R-DEV]Mineral
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

I get the same crash on multiple maps with the new version. Doesn't happen on the old version.

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Last edited by [R-DEV]Mineral; 2018-02-13 at 17:30..
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Old 2018-02-13, 18:48   #136
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Eh, regression on my end. Link on first page is updated.
Maybe I should get some CI going...
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Old 2018-02-14, 14:06   #137
[R-DEV]​Outlawz7
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Render Selected Objects doesn't work. If it works on your end or someone elses it might be me as I replaced the Max tools with an older version in between to bypass the issue with loading staticobjects.con.


return objName + "=" + (geomNum as string) + (lodNum as string) \

>> MAXScript Rollout Handler Exception: -- No ""+"" function for undefined

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Old 2018-02-14, 16:02   #138
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

That indeed looks like a backwards-compability issue if the statics were loaded with older tools. I updated link on first page, with the old solution as backup, see if that works. (The change in behavior is in order to have lightmaps named after their geometry, and not their template name, as discussed.)
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Old 2018-02-14, 16:55   #139
[R-DEV]​Outlawz7
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Oh right, then disregard.

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Old 2018-02-15, 17:27   #140
[R-DEV]​Outlawz7
PR:BF2 Developer

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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Used latest, new scene and imported statics (worked fine) and rendered two:


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Last edited by [R-DEV]Outlawz7; 2018-02-15 at 17:33..
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