H-uru / Plasma

Cyan Worlds's Plasma game engine
http://h-uru.github.io/Plasma/
GNU General Public License v3.0
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Max plugin won't export with 3dsMax 7 #301

Closed GPNMilano closed 10 years ago

GPNMilano commented 11 years ago

I ran into another issue with the fixes to the plugin. It resolved the water component issue that I was having. (Thanks by the way. Sorry I didn't notice the email that was sent via github about the issue being fixed) however It's brought up two new ones. One. When I load up a previous age in max it shows an error message for a missing dll reading "Filename: PlasmaMax.gup Class:MaxFileData SuperClass 0x9003" The dll Description box shows "Plasma 2.0" this has always been there however, even with the previous issue.

When I click "Ok" another warning pops up that the software has encountered a problem. this one has an "Assertion Error Information" box that reads "In file 'ref.cpp' Line 889" I can pass this one as well into the actual file. And everything is there, however when I export the age nothing happens, the dialog box for exporting goes away, but the age never exports. And When I try to leave max either by exiting or alt f4 it brings up a crash from max.

GPNMilano commented 11 years ago

damn github still an open issue.

Hoikas commented 11 years ago

I don't have any trouble with Cyan's avatar files, which are my only available test cases. Is there any chance you can provide us with a max file that reproduces this error? You're welcome to do so privately, of course.

GPNMilano commented 11 years ago

I can attempt to provide one yes. It should be noted that the error messages only occur with previously made ages. And the false export happens with both old previously made ages and If I attempt a new export of a blank age. I'm also using a older version of pcre, with it being set as not being static. I'm not sure if this would affect it.

GPNMilano commented 11 years ago

Bit of an update I changed out my pcre version and am using a static version now, and still having this issue. I can still provide a max file for testing if necessary, but it does this with Cyan's avatar files as well. It simply won't export anything new or old. I've also noticed it seems to dump all the textures out of the file when it was built with the old plugin. And i switch to a new one.

EDIT: Sorry, if is coming off as rushing you Hoikas. I just want to test out my new shader improvements and can't without going back to an earlier working version of the plugin.

Hoikas commented 11 years ago

Cyan's avatar files work fine for me :confused:. I do know of a bug that will cause odd things to happen if you attempt to overwrite a PRP file by exporting with max. I believe there are known issues with layers as well (I think @branan remembers these).

Indy-Jones commented 11 years ago

I see this discussion is 2 months old, but I just came upon it by googling "Missing Dll FileName: PlasmaMax.gup Class: MaxFileData SuperClass: 0x9003" because I am seeing this error now. Maybe this will help you with your research.

I just changed from Max 8 with the old PlasmaMax.gup to Max 2012 using a new PlasmaMax.gup. I made the ~.max file below in Max 8 and now when I open it in 2012, here it is.

The error message: http://www.indyuru.net/_forum/missingDLL.jpg

A mis-match message on clicking through: http://www.indyuru.net/_forum/gammaLUT.jpg

and, here is a file that will cause it: http://www.indyuru.net/_forum/Idyllia.max

While I am on the subject of the Plasma Plugin, I see that the 2012 plugin is 32-bit (as I would expect) and it does not work with 64-bit Max 2012. How wishful may I be thinking to ask if it can be made in a 64-bit version?

cheers, Indy

dpogue commented 11 years ago

While I am on the subject of the Plasma Plugin, I see that the 2012 plugin is 32-bit (as I would expect) and it does not work with 64-bit Max 2012. How wishful may I be thinking to ask if it can be made in a 64-bit version?

My understanding is that most of the plugin would need significant refactoring to be 64-bit compatible. There are parts of the main codebase that are probably still not 64-bit compatible.

Indy-Jones commented 11 years ago

Thanks, Darryl.

I discovered more about the PlasmaMax.gup error(s) in 3ds Max 2012. I found that the "Missing Dll" error does not resolve, even after all the required dlls are all correctly found. This is because of persistent unresolved imports from one or more missing export functions among the dlls. I suspect this is due to some small quirks in the new PlasmaMax.gup that worked just fine in the early versions of the plugin used with Max 7 and 8.

The Gamma/LUT mismatch I think has nothing to do with the plugin. The error evidently happens only because the default setting for it is "on" in Max 7 and 8, while the default for it in Max 2012 is "off". It can easily be resolved by either saving your new max file with it off, or changing the system setting for it (in the "Render" menu) to on.

Either way, (and with the annoying missing dll error) these things don't seem to affect a Plasma export or a Convert to URU using Drizzle.

Indy-Jones commented 11 years ago

Oops! ...I missed a piece of a sentence: " I found that the "Missing Dll" error does not resolve, even after all the required dlls are all correctly found"

please add, "...after the max scene is completely rebuilt from scratch using the new ~.gup and Max 2012." .

Hoikas commented 11 years ago

The MaxFileData class errors can be safely ignroed. This is volatile data littered in the max file by the defunct SceneViewer functionality.

Indy-Jones commented 11 years ago

I just noticed that there is no "Water" category in the Max 2012 Component Manager. Is this by design, or is there a mistake?

If there is a mistake, I'm willing to try fixing it myself. But, I admit I am just beginning to learn the max SDK and how to work on GUPs. I've never done this before, so I could use some guidance. If someone could point me in the right direction re how to do it, I'd appreciate anything you could offer.

Hoikas commented 11 years ago

That is very strange. I thought I fixed this bug several months ago (see: #220). Just to cover all bases, you have compiled the latest master revision of the plugin, correct?

Indy-Jones commented 11 years ago

Hello, Adam. Thank you for the speedy reply. (Why are you also awake at this hour?)

No, I did not compile PlasmaMax.gup. I just downloaded it --I suppose from the GOW website-- in the file that includes CWE and the 2010, 11, 1nd 12 plugins (cwe_902d_with_plugins.zip)

Hoikas commented 11 years ago

Ah, that build would have been long before this bug was fixed. I suppose it would be prudent to release new clients and plugins.

Indy-Jones commented 11 years ago

Yes, indeed. That would be nice.

While you are at it, if it is convenient to release them as four(five?) separate files, I think it would be more convenient for users to download only the files they want.

I mean a separate file for each of... 1- The CWE 2- The 2010 plugins 3- The 2011 plugins 4- The 2012 plugins (5. The 7 and 8 plugins) Rather than all together in a single ~.zip as last time.

If it is difficult or too much of a bother, it's not really necessary. What do you think?

Indy-Jones commented 11 years ago

Hello, again. Could someone here please be so kind as to just point me to a download of the Plasma Plugins for 2012? ...or whatever. Perhaps I can ask one of you nice people to compile them for me?

I admit I am definitely out of my element here. I've spent the past week trying to figure out what to download and what to compile to get it, but I do not even see where these plugins are. I simply do not understand what to do in order to "... compile the latest master revision of the plugin". After spending a lot of time going over and over the Openuru and GoW websites, I am more confused about this than ever, and I still do not have the working Component Manager. It seems that everything on the websites is way out of date. Am I missing something here? I am more than willing to admit how stupid I am if one of you will point it out to me.

I read the post where Adam says that Water is appearing in his Component Manager proving that it must be fixed, but it is not working for me. All I want is to have a 3ds Max that fully works.

Thank you very much for your help.

Lunanne commented 11 years ago

The latest master version, is the code here on github on the default "master branch". With some technical know-how it's possible to compile the max plugin from it, but it might be easier if the ones on the website are updated.

The information available on the GoW website is kinda outdated. When a new version of the plugin is compiled and available somewhere I'll try to update http://www.guildofwriters.org/wiki/Max:Installation.

Hoikas commented 11 years ago

I have posted new CWE builds on the GoW Forum @ http://forum.guildofwriters.org/viewtopic.php?f=114&t=6113. The 3ds Max plugin can be obtained at http://www.guildofwriters.org/cwe/cwe912a_max2012.7z

DIRTUruLive commented 11 years ago

Hey guys. After some experimenting I got the newer plugins to work with 3dsMax 7. I still get the same error messages as I previously noted, but now it exports. However none of my textures seem to be present in any of my files when they're loaded up. The materials and layers are fine, but all the textures need to be reloaded. for every material.

branan commented 11 years ago

@DIRTUruLive the texture thing is a known issue. We're still trying to track down which change broke texture loading.

GPNMilano commented 10 years ago

Adam, could you retest this on your end. I just tried an export. It worked fine. But when reexporting Max crashes at the end of the second export and the prp file is corrupt.

branan commented 10 years ago

@GPNMilano Did you delete the PRPs before trying to reexport? Exporting over old data still causes a crash on all versions of max

GPNMilano commented 10 years ago

@branan No. Deleting them seems to fix it. It'd be nice if we could track down whats causing the crash. Its a pain to have to delete after each export.

branan commented 10 years ago

@GPNMilano agreed. It's on our TODO list for plugin cleanups. Right now I'm working on busted lightmaps, though

Hoikas commented 10 years ago

That and the crash-on-first-start boog would be great things to fix...

Deledrius commented 10 years ago

The crash-on-first-start bug doesn't seem to manifest on Max 7.

GPNMilano commented 10 years ago

Okay, got a chance to test this out in game. Exported a few ages with a newly compiled plugin and I noticed some strange behavior. I used the Local Data Switch and an internal client on my test server, and ages exported with the plugin have parts of the ages missing. Some drawable objects are invisible. I can supply an age for testing if you'd like.

Deledrius commented 10 years ago

That sounds very much like a bug @Hoikas and @branan have been trying to track down...

branan commented 10 years ago

@gpnmilano I'm pretty sure its lightmaps that breaks things. I just opened #365. Can you confirm the objects that are broken for you have a lightmap and comment there?