New Version 02032006

Lioric

03-03-2006 00:22:59

New Features

oMaterial evaluate improvements and new methods
Added evaluate method call support at maxscript interface
Improved batch upgrade method of scene materials to Ogre materials
Added support for ARGB mode for vertex colors
Added option to select the color mode in the export dialog
Added standard animation optimizer for object (keyframed) animations

Fixes

The names of the entities in the exported file is not correct - fixed
The parent object name of entities is not correct - fixed
Some issues on Editable Poly with big number of polygons - fixed
Some issues on specific meshes of 32 bit index buffer - fixed
When first updating hierarchy objects, their position is not relative to its parent, after moving the object in the scene its position is corrected - fixed
Improved the updating process of entitie's skeleton

Get it from the downloads page, this updated version is requiered as it fixes some important issues

IFASS

03-03-2006 15:29:03

Thanks for the update lioric, just installed it.

Looking at the userguide i see the explanation of Batch upgrade is not complete yet.. could you maybe explain in short how it works?

I have a large scene with max materials and i would like to upgrade it using the batch upgrade.

Lioric

04-03-2006 01:25:14

The article will be posted in the artist center in the next hours

The process is simple, you create an script that works on the selected objects (this is to give the user more control) , for each object you get the material, if is a max material you create a new Ogre Material and set the Max/Render material, then call the evaluate method, depending on the type

I recommend you to see the article as it contains detailed information of the process

IFASS

04-03-2006 11:19:24

The article will be posted in the artist center in the next hours

The process is simple, you create an script that works on the selected objects (this is to give the user more control) , for each object you get the material, if is a max material you create a new Ogre Material and set the Max/Render material, then call the evaluate method, depending on the type

I recommend you to see the article as it contains detailed information of the process


Thanks, i'll wait for the article indeed, looking forward to it :)

IFASS

05-03-2006 15:30:24

has the tutorial been added yet?

Lioric

06-03-2006 21:44:08

We decided that the Batch update method should be part of the core tools, so it will be added to the oFusion tools in the next update

You can download and apply this hotfix if you want its support now

hotfix #49oM[\url]

there should be a new tool called "Update Selected Materials" in the "Lioric Ogre Tools" category (on customize dialog), you can add it to your toolbar

It will present you with a new dialog where you can update the materials of the current selected objects

You should "get the material from object" if you want to update the the material editor, this will be automatic on the next update

IFASS

06-03-2006 23:27:57

Thanks lioric, it works!

However, it gives an error for me when i try to convert (some) sub/multi materials.

-Unknown system exception-
At this line at oFusionTools.ms
ogreMaterial.evaluateMulti cur_material

Btw.. did you know that upgrading to Ogre materials helps a LOT.. up to 20 times faster sometimes :D

Lioric

07-03-2006 23:45:18

Great :D that is a speed boost

Can you make a test bed where that issue can be reproduced? or send me the file where the error is present

IFASS

08-03-2006 00:17:03

Here you go:

http://data.openfrag.org/IFASS/Island_Final.rar

Object House_08 gives an error here (which is has a multi/sub material.. aswell as all other models which have such a material.)

Lioric

08-03-2006 02:34:19

Download and apply this hotfix

hotfix #53oM

A question, why do you need to have duplicated sub-materials, or instaces of the same material with different ids, in the same multi material?

IFASS

08-03-2006 11:34:05

Download and apply this hotfix

hotfix #53oM

A question, why do you need to have duplicated sub-materials, or instaces of the same material with different ids, in the same multi material?


actually.. the model is not made by me and i didn't even notice that yet... :)

And the hotfix works, thanks!