Archangel35757 Posted October 6, 2013 Author Posted October 6, 2013 Major overhaul to the Max 2013 SDK-- and it switched to using VS 2010 SP1. Failed to compile-- but then I realized I did not have VS2010 Service Pack 1 installed. Installing VS2010 SP1 now... hope this works.
Archangel35757 Posted October 7, 2013 Author Posted October 7, 2013 Well it's not good. After resolving the C++ source code changes due to 3DsMax SDK changes (which now uses UNICODE) I get a ton of linking errors (40 of them). I'm going to need the help of an experienced C++ coder to resolve these. It's beyond me... the majority of errors are dealing with the morpher modifier code.
Tempust85 Posted October 7, 2013 Posted October 7, 2013 How many errors are left if you strip out the morpher code? And are you compiling for 32 or 64bit?
Archangel35757 Posted October 9, 2013 Author Posted October 9, 2013 Check this out for Max2014: http://getcoreinterface.typepad.com/ @@DT85. I think you'd do better to take Wonko's Python script and replace the Blender functions with equivalent 3dsMax functions and run the Python script natively inside Max.
Tempust85 Posted October 10, 2013 Posted October 10, 2013 Interesting, I'll give it a go at some point.
Psyk0Sith Posted October 16, 2013 Posted October 16, 2013 It's probably a typo you did there, but yes it's broken in 2010, i do not have 2011.
Psyk0Sith Posted October 17, 2013 Posted October 17, 2013 @@Archangel35757 Correct, i tested it with Max 2010 x64.
AshuraDX Posted October 24, 2013 Posted October 24, 2013 nope never experienced that @@Archangel35757
Tempust85 Posted October 24, 2013 Posted October 24, 2013 Been trying to get the MD3 exporter & GLM Importer to work with 2014 (64bit only) and they've changed things. So I think 2012 may be the last supported version for this plugin, unless Archangel or someone else know what to do.
Archangel35757 Posted October 24, 2013 Author Posted October 24, 2013 @@DT85 -- That's what I was saying... they switched to UNICODE only format in Max2013 SDK. Amongst other major SDK changes. I'm sure a proficient coder could sort things out. Also, I have the source code for an MD3 importer. Tempust85 likes this
Tempust85 Posted November 13, 2013 Posted November 13, 2013 The 2011 32bit exporter progress hangs after I exported a VERY large xsi file.
Tempust85 Posted November 13, 2013 Posted November 13, 2013 Sorry I meant 2010, I use it in 2011. The file is created fine, just the progress dialog doesn't disappear when cancelled or it finishes exporting normally.
Archangel35757 Posted November 13, 2013 Author Posted November 13, 2013 Sorry I meant 2010, I use it in 2011. The file is created fine, just the progress dialog doesn't disappear when cancelled or it finishes exporting normally.Good to hear the file is created successfully ...yes, the progress window hanging/not-closing is a known bug.
Tempust85 Posted November 13, 2013 Posted November 13, 2013 A workaround for now (until a proper fix can be made) would be a close button on the progress dialog so we can at least manually close it. I've ended up with 12+ unclosed dialogs in one max session lol.
Archangel35757 Posted November 14, 2013 Author Posted November 14, 2013 Sorry... it'll be a week or so before I can get to this.
Archangel35757 Posted November 29, 2013 Author Posted November 29, 2013 While working on the ROFF exporter I may have stumbled upon why the progress dialog hangs... ...there is a feature/property of the dialog that can be set TRUE/FALSE in the visual studio resource editor to prevent OS from sending an idle message ( WM_ENTERIDLE) to the dialog window when it is active. The progress dialog has this "no idle message" set to FALSE... and I'm thinking it should be TRUE. I'll Do a quick recompile as soon as I can and send to @@DT85 and @@Psyk0Sith to verify. Psyk0Sith and Tempust85 like this
Tempust85 Posted November 29, 2013 Posted November 29, 2013 I now have 32 and 64 bit 2011, so send me both if you like. Archangel35757 likes this
Tempust85 Posted November 30, 2013 Posted November 30, 2013 I'd love to have a play with the code in 2014 at some point. I nearly have the MD3 exporter working in 2014 (mesh exports), just can't find a way to stop it from writing out spaces. Example: "models/map_objects/blah" in Max 2011 turns into "m o d e l s / m a p _ o b j e c t s / b l a h" in Max 2014.
Tempust85 Posted December 4, 2013 Posted December 4, 2013 I plan on trying to compile against 2013 (heard 2014 can run 2013 plugins), as I made a fair amount of headway with the md3 exporter. The only problem I have is it writes spaces in the strings for mesh & texture name + path. Other than that, it works.
Circa Posted December 4, 2013 Posted December 4, 2013 Once I get it fixed for 2011, I will install the Max 2012 SDK and try to compile. How many of you are using Max 2012? I know of only one-- @@InyriShe's retired from JK.
Tempust85 Posted December 4, 2013 Posted December 4, 2013 Binary. I've googled Unicode white spaces to no avail and I've triple checked that I converted things over properly. No idea what's going on. :/
Archangel35757 Posted December 5, 2013 Author Posted December 5, 2013 Binary. I've googled Unicode white spaces to no avail and I've triple checked that I converted things over properly. No idea what's going on. :/ Not sure... MD3 is a binary file format-- maybe one of the more-experienced programmers can help you... I guess it would be too simple that somewhere you are inserting a space in quotes " " in the function that writes the file path/name???
Tempust85 Posted December 5, 2013 Posted December 5, 2013 It's the exact same code as 2010/2011 except for the changes for Unicode. Been using this "cheat sheet" for suitable Unicode versions of things: http://www.i18nguy.com/unicode/c-unicode.html Archangel35757 likes this
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