New version problem

Chris

29-07-2006 18:58:30

Alright, here's the ogre log file. As mentioned, from the look of it everything else seems to work (though I have not tried exporting yet), but opening the viewport it crashes the entire Max even without any safety measures to store data.

20:34:25: Creating resource group General
20:34:25: Creating resource group Internal
20:34:25: Creating resource group Autodetect
20:34:25: Registering ResourceManager for type Material
20:34:25: Registering ResourceManager for type Mesh
20:34:25: Registering ResourceManager for type Skeleton
20:34:25: MovableObjectFactory for type 'ParticleSystem' registered.
20:34:25: Loading library OgrePlatform.dll
20:34:25: OverlayElementFactory for type Panel registered.
20:34:25: OverlayElementFactory for type BorderPanel registered.
20:34:25: OverlayElementFactory for type TextArea registered.
20:34:25: Registering ResourceManager for type Font
20:34:25: ArchiveFactory for archive type FileSystem registered.
20:34:25: ArchiveFactory for archive type Zip registered.
20:34:25: DevIL version: Developer's Image Library (DevIL) 1.6.7 Nov 9 2005
20:34:25: DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw
20:34:25: Registering ResourceManager for type HighLevelGpuProgram
20:34:25: Registering ResourceManager for type Compositor
20:34:25: MovableObjectFactory for type 'Entity' registered.
20:34:25: MovableObjectFactory for type 'Light' registered.
20:34:25: MovableObjectFactory for type 'BillboardSet' registered.
20:34:25: MovableObjectFactory for type 'ManualObject' registered.
20:34:25: MovableObjectFactory for type 'BillboardChain' registered.
20:34:25: MovableObjectFactory for type 'RibbonTrail' registered.
20:34:25: Loading library .\oFusion\RenderSystem_GL
20:34:25: OpenGL Rendering Subsystem created.
20:34:25: Loading library .\oFusion\RenderSystem_Direct3D9
20:34:25: D3D9 : Direct3D9 Rendering Subsystem created.
20:34:25: D3D9: Driver Detection Starts
20:34:25: D3D9: Driver Detection Ends
20:34:25: Loading library .\oFusion\Plugin_CgProgramManager
20:34:26: *-*-* OGRE Initialising
20:34:26: *-*-* Version 1.2.1 (Dagon)
20:34:26: Creating resource group Bootstrap
20:34:26: Added resource location '.\oFusion\Media\OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
20:34:26: Added resource location './oFusion/Media' of type 'FileSystem' to resource group 'General'
20:34:26: Added resource location './oFusion/Media/textures' of type 'FileSystem' to resource group 'General'
20:34:26: Added resource location './maps' of type 'FileSystem' to resource group 'General'
20:34:26: Added resource location './oFusion/Media/shaders' of type 'FileSystem' to resource group 'General'
20:34:26: *** Starting Win32GL Subsystem ***
20:34:26: ResourceBackgroundQueue - threading disabled
20:34:26: GLRenderSystem::createRenderWindow "OgreView", 100x100 windowed miscParams: externalWindowHandle=7667986
20:34:26: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 0
Function: Win32Window::create
Description: selectPixelFormat failed.
File: ..\src\OgreWin32Window.cpp
Line: 253
Stack unwinding: <<beginning of stack>>

Lioric

29-07-2006 19:28:42

Test on this order:

Upgrade your drivers
Set Direct3d9 as the RenderSystem (viewport panel)
Change the video driver used by Max

Chris

29-07-2006 19:38:44

Yeah this fixed it. Apparently it only works with direct3d, while the previous version worked well on both. This is a bit problematic since I need to switch the system continuously (also working in high-poly fields where opengl is preferred for many reasons).

But thanks for the solution :)

a__et_

29-07-2006 21:38:31

Hi,

I prepared a morph animation for this. :) I created two morph modifier channels ('default' & 'fear'). At timeindex 0 I created a key with default=100, fear=0, at timeindex 100 a key with default=0, fear=100. The animation looks (more or less) nice :) but when I try to export it, the "Export Morph Animation" stays disabled/grey. I tried to export the default "walk"-animation but it seems no animation is exported. The meshviewer won't show any animation states and the mesh file has the same size as without animation.

What am I doing wrong and how can I export a morph animation?

thank you

Chris

30-07-2006 09:46:24

Also, it seems like texture modulative shadows still do not work..

Lioric

31-07-2006 16:04:06


how can I export a morph animation?
thank you


Morph animation is a Pro version feature only, later it will be enabled in CE version