Is plugin at its full potential?

Discussion related to the exporter plugin for Autodesk 3ds Max.

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Re: Is plugin at its full potential?

Postby hedphelym » Tue May 08, 2012 5:30 am

that's the binary only, you need the source for compilation.
http://src.luxrender.net/luxmax/file/c44f4dfec08a

I'm unsure if you can even compile it for that old version of 3dsmax.
Since we use relatively new functions for some of the things in the plugin.
And I do not want to spend time rewriting it and so on for such a old version of 3dsmax.

But if someone else makes it work - then a patch would be nice.
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Re: Is plugin at its full potential?

Postby hedphelym » Tue May 08, 2012 12:48 pm

I'm working on compiling it with the latest SDK,
the biggest difference from the latest SDK and the older ones are that it's now unicode.

So I had to modify some code to make it compile.
All the code is error-free, but under compilation the linking now fails with this error:
Code: Select all
Error   3   error LNK1120: 1 unresolved externals   C:\Development\Luxmax\bin\Luxmax_Binary_2013_X64.dlx   maxscript
Error   2   error LNK2001: unresolved external symbol "__declspec(dllimport) public: __cdecl Primitive::Primitive(char const *,class Value * (__cdecl*)(class Value * *,int),short)" (__imp_??0Primitive@@QEAA@PEBDP6APEAVValue@@PEAPEAV1@H@ZF@Z)   C:\Development\luxmax\LuxmaxScript plugin\maxscript\maxscript.obj   maxscript


So as of now I've been unable to figure out what the heck goes wrong, I've looked through all the settings, I cannot see anything obvious.
I'm sure it'll be figured out, I just wanted to say that the work has started.

also if you remove the other plugins (except the 2012 x32 and x64 depending on what OS you are on) then the error message only shows once when loading the last released plugins.
The reason for the error is that it's not compiled with the latest SDK and libs.
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Re: Is plugin at its full potential?

Postby hedphelym » Wed May 09, 2012 3:31 am

Here's a compiled plugin for 3dsmax 2013 X64.
Please try it and report back. I will fix any issues tonight when I'm back from work.

It seems to load fine without any errors when I tested it.
Replace ANY previous binary plugins with this one.

I will set up the compilation of x32 version also later today.

Due to the fact that it's now unicode it's been tricky to solve.
We had similar issue on a plugin I develop where I work, so I learned how to solve it.

I also have to keep the source backwards compatible, so this is also something I'll add to it before pushing the latest source to the repo.
I have also updated the solution to VisualStudio 2010, hope this is OK with you @moure . if it's a problem then just let me know and I'll make a separate vs2008 solution.

download the plugin here
Luxmax_Binary_2013_X64.zip
(11.81 KiB) Downloaded 40 times
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Re: Is plugin at its full potential?

Postby patro » Wed May 09, 2012 4:12 am

hi Stig,
i gave it a try, seams to work fine. it load without problems. howewer i got the same errors as always.
maybe none of them are luxmax related.... but i'm not able in the error message to read the full address.
is there a kind of error console?
the listener and editors windows are empty.

PS: i sent an email to dave, i pinpoint to him that probably it's not worth to compile the plugin for max 2009....
he will let me know for sure if he will or not.
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Re: Is plugin at its full potential?

Postby hedphelym » Wed May 09, 2012 4:17 am

When does your error occur?
I have a fresh install of 3dsmax, loading the ply expoter and all the scripts without any problems at all.

If it's a message-box error when loading 3dsmax, then hit "Ctrl+c" when the error message box is selected , then paste the error message as text in notepad.
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Re: Is plugin at its full potential?

Postby patro » Wed May 09, 2012 4:33 am

none of the errors are luxmax related :)

i think only maps and and transparency are missing in viewport right now in max 2013.... besides from the news recently added to luxrender.
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Re: Is plugin at its full potential?

Postby hedphelym » Wed May 09, 2012 4:50 am

good. that's what I suspected.
I'll look into the other issues when I'm done at work.
It should be a easy fix since the materials and so on is maxscript.
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Re: Is plugin at its full potential?

Postby hedphelym » Wed May 09, 2012 8:16 am

Patro, just a quick thought:
In the viewport if you select the ' menu' at the top left in the viewport.
In the dropdown menu you can enable transperent materials, and also enable that it should use maps for materials in viewport.
Are you sure these are enabled in your 3dsmax?

I do not think they have change the code for this in any way in the latest version of max, but I just remembered these settings for the viewports,
and thought maybe this was why maps was not showing.
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Re: Is plugin at its full potential?

Postby patro » Wed May 09, 2012 8:41 am

is it this what you meant? because i didn't find something else in the left dropdown menu on the left.
as you can see from the material editor it's a transparent mat. and it's working in the material editor.
Immagine.jpg
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Re: Is plugin at its full potential?

Postby hedphelym » Wed May 09, 2012 12:04 pm

I have pushed some changes to the scripts.
there was a "delegate" function missing in most of them, I have now set it so that when a diffusemap is applied it delegates it as the material bitmap.
(get the latest, replace script, then assign for example a matte material with a lr_imagemap in the diffuse slot).
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