413 lines
20 KiB
Plaintext
413 lines
20 KiB
Plaintext
Version 1.0.4.70: August 22, 2001
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Greg: - Added BumpEnv mapper
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- Added NPatch enable flag for meshes (in the w3dtools command panel)
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Ian: - Added BumpEnv setting to the shader (in primary gradient)
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Version 1.0.4.69: January 4, 2001
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Greg: - Modified the "bone picker" that the WWSkin space warp uses to allow Max bones to
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be used.
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Version 1.0.4.68: December 7, 2000
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Andre: - Added a Static Sort Level parameter to the Surface Properties rollup page of the
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material editor. This parameter must be the same across all materials assigned to
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one mesh, and is enforced on export. The value is written out as part of the mesh
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header to which the material is assigned.
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Version 1.0.4.67: December 6, 2000
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Greg: - Added 'Vehicle' collision bit. This will allow us to create meshes which constrain vehicles
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to certain parts of a level without constraining characters or projectiles.
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Version 1.0.4.66: November 7, 2000
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Greg: - Disabled the "optimize meshes" feature because recent developments in the run-time code
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seem to have made it un-necessary (and possibly even undesireable due to the extra mesh overhead)
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The main reason for disabling the feature is that the automatic nature of it makes some of
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our processes harder to debug. Mesh names are lost so the artist has no way of figuring out
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which mesh is causing problems when one of the other tools complains about something.
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- modified the mesh export code to reject meshes that are using multi-pass transparent materials.
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- fixed error message boxes so they pop on top of all windows (they were appearing behind the log window)
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Version 1.0.4.65: October 31, 2000
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Greg: - Finished code re-organization.
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- Pat provided new UI for the main export dialog
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- Fixed the "smooth across meshes" feature
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- Added the export log window.
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Version 1.0.4.64: October 20, 2000
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Greg: - Fixed a bug in the name editing dialog in the W3D utility panel
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- Modified the VAlpha behavior so that only the *last* pass with alpha blending
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gets the vertex alpha (instead of all passes with alpha blending)
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- Added the Aggregate geometry type. This lets you request external
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W3D objects to be attached to bones in your model.
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- Added preliminary mesh optimization features. During the export, meshes can be split
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into single-material meshes and then meshes which use the same materials
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can be combined into larger meshes.
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Version 1.0.4.63: October 19, 2000
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Greg: Re-organized the entire DoExport function.
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- First I unified all of the code to go through the "DoOriginBasedExport"
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code by using the scene root as the origin when there were no user-defined
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origins.
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- Re-organized the Export_Geometry function to use a new abstract
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class: GeometryExporTaskClass which encapsulates a lot of code that was
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cut-and-pasted many times through the w3dexp.cpp module.
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- Broke several classes and functions out of w3dexp.cpp into their own
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modules.
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- Modified/Cleaned HierarchySaveClass and MeshConnections class.
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Version 1.0.4.62: October 11, 2000
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Greg: Re-organised the W3DUtility plugin. Moved several dialog boxes
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used by it into their own modules and created a modeless dialog
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containing the w3d settings that can be left up when the user
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is not in Max's utility panel.
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Version 1.0.4.61: September 26, 2000
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Greg: Added copying of the dazzle app data structure to the MaxScript
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extensions.
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Version 1.0.4.60: September 22, 2000
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Greg: Added dazzle exporting to the plugin. Modified MeshConnnections
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class and the w3d file format so that HModels are exported in a
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slightly simpler manner and so that they can support dazzles. The
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"auxiliary" header for hmodels is now obsolete.
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Version 1.0.4.59: September 18, 2000
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Greg: Modified the code so that collections are exported even when no
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meshes or other render objects are present. This is used to create
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collections of proxy objects for the renegade level editor. Also
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modified the "origin" export code to support exporting collections
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with origins.
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Version 1.0.4.58: August 25, 2000
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Greg: Fixed a crash bug that happens if you create a PS2 material. The
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bug was caused by the modifications to the texture pane to replace
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the NoMipMap and Resize buttons with a single NoLOD button. For some
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reason, the PS2 material uses a separate dialog template for its
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texture pane which is the same as the dialog template for the
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normal material. Since the PS2 version of the template was not updated,
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the code would crash when initializing the NoLOD button.
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Version 1.0.4.57: August 18, 2000
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Andre: Fixed the loading of version 4 ParameterBlocks so that the value
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for Stage1MappingType is correct.
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Version 1.0.4.56: August 16,2000
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Greg: Removed the texture flags and buttons for No-Mipmapping and enable
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resizing. These are all lumped into the setting for No-LOD now.
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The GameMtl still has the entries in its parameter block for
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No-Mipmapping and Resize and I use the No-Mipmap setting to set
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the initial state of the No-LOD flag... This also required a flag
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in GameMtl indicating that the conversion had been done. Ug... :-)
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Version 1.0.4.55: August 6, 2000
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Greg: Added new colliison type: camera. In renegade we have some physically
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collideable meshes which the camera should not collide with so I had
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to make a separate flag for camera collision. When the appdata chunk
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is first converted to the new version, the camera collision flag is
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set to the same setting as the current state of physical collision.
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Added light-glare geometry type. This currently only exports the
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position of the pivot point of the max object. It will be used to
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indicate where there should be fancy light glare effects in the level
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Added NoLOD option to textures in the W3D material. This setting will
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be used on textures which should not scale down even when texture
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reduction is being used.
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Fixed serious bug in the parameter block description for the W3D
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material plugin (GameMtl.cpp)
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Version 1.0.4.54: July 13, 2000
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Greg: Fixed a bug related to user-defined origins not working when they
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are rotate or moved from 0,0,0.
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Version 1.0.4.53: July 12, 2000
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Andre: Added support for a different mappers on stage 0/1 of the Vertex
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Material. Added support for the new silhouette mapper type.
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These changes can be found in the VertexMaterial panel in the
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W3d material editor.
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Version 1.0.4.52: May 30, 2000
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Greg: Added support for Max's multiple mapping channels. This can be
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found in the VertexMaterial panel in the W3d material editor.
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Version 1.0.4.51: May 22, 2000
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Greg: Added AABTree exporting so that we don't have to generate AABTrees
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at run-time. This is controlled by the "Optimize Collision Detection"
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checkbox on the exporter options dialog box.
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Added prefix and suffix features to the naming tool.
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Added detatch vertices feature to the skin modifier.
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Version 1.0.4.50: May 8, 2000
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Andre: Added a new MAX Script extension: wwInputBox
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This is a generic way of getting user input in a Windows-like
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manner (as opposed to typing it in the Listener window as
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MAX wants to force you to do).
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Version 1.0.4.49: May 2, 2000
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Greg: Fixed a bug in vchannel.cpp. Was writing out garbage animation
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channels which would crash wdump.
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Version 1.0.4.48: May 1, 2000
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Greg: Changed the way skins are exported so that their vertices are
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sorted with respect to the bone they are attached to. Also
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made it so vertices are secondarily sorted by vertex material
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(this means that non-skinned meshes will sort by vertex
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material only.)
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Version 1.0.4.47: April 19 2000
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Greg: Added a new geometry option for "shatterable" objects. Wrote
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a new W3DAppData2Struct which replaces the old AppData1Struct.
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Whenever the old format app data is encountered, a new one
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is created to replace it. This new app data chunk has more
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space in it for future expansion.
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Also fixed a crash bug in the skin modifier related to deleting
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bones from the space warp.
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Version 1.0.4.46: March 28, 2000
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Greg: Added "Transform Nodes" to the collection export. We already had
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"Placeholder" objects which were signified by a '~' after the
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name. Now we have "Transform Nodes" which are signified by a '*'
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after the name. Transform Nodes instruct one of the Renegade tools
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to merge another W3D collection into the file at a given transform.
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The purpose was to allow us to lightmap certain building interiors
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only once and then merge them into many levels...
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Version 1.0.4.45: March 8, 2000
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Andre: Changed the Is_Origin() test to check for hidden nodes. If a
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node is hidden, it will not be accepted as an origin. This
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means that hiding an LOD prevents it from being exported (as
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you would expect).
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Version unchanged: early March
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Andre: Fixed a couple of crash bugs related to animation exporting.
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Version 1.0.4.43: February 29, 2000
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Greg: Fixed a bug which caused all meshes marked to cast shadows to
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not get texture coordinates.
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Fixed meshsave.cpp to detect and properly handle mirrored meshes.
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Version 1.0.4.42: January 24, 2000
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Lytle: Added Playstation 2 material support, including converting W3D
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materials to PS2 materials. Added support for vertex colors and
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vertex alpha to exist concurrently.
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Version 1.0.4.41: January 13, 2000
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Andre: Fixed a nasty memory overwriting bug in MeshConnectionsClass
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that only reared its head under very unique circumstances.
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It was a copy/paste bug that would lead to writing a W3D
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file with incorrect data. It would manifest itself by crashing
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the viewer (and potentially the game engines) when trying to
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load the file.
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Version 1.0.4.40: December 16, 1999
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Ian: Added 'Export Utilites' group to W3D Utility panel and added a
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'Export with Std Mtls' button to this group. This button will
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first convert all W3D materials in the scene to standard
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materials, then call the export feature, then, after export,
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convert materials back to W3D materials. The purpose of this
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utility is to make it possible to export W3D material attributes
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to third party file formats (eg. Lightscape Preparation files).
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Version 1.0.4.39: November 15, 1999
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Andre: Changed the mesh LOD naming convention so that we use numbers
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that correspond to the LOD number (highest-to-lowest) instead
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of letters that went from lowest-to-highest.
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Version 1.0.4.38: November 12, 1999
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Greg: Updated MeshConnections class and the hmodel chunk definitions
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in w3d_file class to not treat shadow meshes as a different type
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of mesh.
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Version 1.0.4.37: November 11, 1999
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Greg: Removed the GEOMETRY_TYPE_SHADOW settings and UI. Added a
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EXPORT_CAST_SHADOW flag. This basically means that rather than
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shadow casting being a completely different "type" of mesh it
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is now an option on any mesh. This required some tweaking
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of the AppData structure we're saving and to the w3dutil code.
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Version 1.0.4.35: November 3, 1999
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Andre: Exposed another script extension, called "wwDuplicateSkinWSM".
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This extension allows the SceneSetup script to copy bone
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information from the base object's skin WSM to the LODs.
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Meshes are still unaffected, since the artist will be munging
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the meshes to reduce their poly counts.
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Version 1.0.4.34: November 2, 1999
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Andre: Exposed two new script extensions, named "wwCopySkinInfo" and
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"wwFindSkinNode". These extensions allow the SceneSetup script
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to copy the skin/vertex/bone binding information from the base
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model to the LOD and Damage models.
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Version 1.0.4.33: October 18, 1999
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Andre: Merged WWScript.dlx into the exporter, so now WWScript is
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unnessesary and should be deleted. The code in that DLX was
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ported from MFC to Win32 code during the merge. GetW3DAppData0
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and GetW3DAppData1 are no longer exported from the DLE.
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Version 1.0.4.32: October 11, 1999
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Andre: Correct NULL object handling was implemented when exporting HLODs.
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NULL object chunks are only written when using the old-style LOD
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setup (one per file), otherwise the name "NULL" is put in the HLOD
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and no NULL object chunk is written.
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Version 1.0.4.31: October 5, 1999
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Andre: Fixed a bug in MeshBuilder where a division by zero occurred if the
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extents of a triangle was zero in one dimension.
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Version 1.0.4.30: October 1, 1999
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Andre: - Added support for the "suppressPrompts" flag during export. If
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Max passes in a TRUE value, we will go with the previous export
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settings instead of showing the export options dialog. This makes
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non-interactive batch exporting possible.
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- Moved W3dExportOptionsStruct from w3ddlg.h to w3dutil.h so that
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WWScript can access it easily.
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Version 1.0.4.29: September 27, 1999
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Andre: - Fixed a skin bug that occurred in LOD exporting when a vertex in a
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skin was not bound to a bone (it would be exported in unmodified
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coordinates, creating a "pop").
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- Strip off any trailing ".%d" or "." from a name in Set_W3D_Name
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(as opposed to just ".%d").
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- If the artist sets up damage animations, then the animation on
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the base model is no longer exported. (non-damage animations should
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still be created in separate files)
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- Exporting 2 more symbols from the DLL (GetW3DAppData0 and
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GetW3DAppData1). These functions are used by the MAXScript extension
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DLL (WWScript.dlx) to copy AppData from one node to another.
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Version 1.0.4.28: September 23, 1999
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Andre: Fixed a bug in LOD exporting when the base object wasn't centered
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at the origin. Added support for placing damage models in the scene.
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Renamed "Generate LOD extensions" to "Generate extensions" since
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the same extensions are used for damage. Added a "Damage Region"
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spinner to the W3D Tools panel. With this spinner you can mark
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bones as being part of a given damage region (0 to 15, -1 means
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not part of a damage region).
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Version 1.0.4.27: September 17, 1999
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Greg: Added degenerate triangle removal to MeshBuilderClass.
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Version 1.0.4.26: September 17, 1999
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Andre: Modified the exporting code to allow artists to define all LODs of
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an object in one MAX file. The old way of creating LODs is still
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supported so that old art assets are still usable. Added a
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"Generate LOD extensions" button to the W3D Tools panel to make
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the Origin naming convention less painful.
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Version 1.0.4.25: August 21, 1999
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Greg: Fixed a bug in Export_Geometry. While exporting skins, one line of
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code was referring to the list of normal meshes rather than the list
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of skins. When you do an export with only a skin and no meshes, this
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causes an access violation.
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Version 1.0.4.24: July 27, 1999
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Greg: Changed the Hide/Unhide by W3D type buttons into "Select by W3D Type"
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buttons. This should be more useable. Also, added select alpha meshes,
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select physical, projectile and vis collision meshes.
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Added a material naming tool.
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Version 1.0.4.23: July 9, 1999
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Pat: Changed the default behavior of the collection naming tool to
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be 'affect selected' rather than 'affect all'
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Version 1.0.4.22: July 7, 1999
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Pat: The export code doesn't export the DCG array if all vertex colors
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are white (1, 1, 1), however this was a problem when using the
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new Mesh Deformer, so I added a check during export to see if
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the Deformer was modifying vertex colors. Also modified the
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hierarchy export code so it will resize its internal array if
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the number of nodes is greater than 512.
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Version 1.0.4.21: July 1, 1999
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Pat: Added code to optimze the between-mesh smoothing and added a new
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button to the export dialog that allows the user to turn this
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smoothing feature on/off. Also added displacement maps to the
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W3D material, however due to a bug in the NURBS Mesher modifier,
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we decided not to expose the functionality in UI at this time.
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Version 1.0.4.20: June 24, 1999
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Pat: Added code to apply smoothing groups over mesh boundaries. More
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work was done on the obj-space mesh deform modifier including save/load,
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export, undo, and vertex-alpha support. We fixed a bug where the ErrorClass
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object that was used during exception handling was using and freeing a
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previously freed pointer. Added a new panel to the material types for
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Commando surface types.
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Version 1.0.4.19: June 14, 1999
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Greg: Added the VAlpha checkbox to the W3D utility panel. Checking this
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causes the exporter to convert vertex colors into alpha values and put
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them in all passes that are using alpha blending. This might be a temporary
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solution; I'm thinking we need to extend the Utility panel (and the AppData
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structure that we are saving) to allow for more flexible control over vertex
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alpha, vertex color, etc.
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Version 1.0.4.18: May 27, 1999
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Greg: Fixed a bug in the code which handles loading a hierarchy tree from another
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W3D file. Made the W3D utility panel support multiple selection.
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Pat: Added the initial mesh deform object space modifier. Currently doesn't
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export the data.
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Version 1.0.4.17: April 9, 1999
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Greg: Fixed a bug related to exporting a mesh with zero vertices. Exporter will
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throw an exception which pops up a message box indicating the name of the
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mesh. Made the collision boxes behave the same way as meshes when one is
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exported with geometry only - it takes on the name of the file. Whew this
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part of the exporter code is getting uuuuuugly...
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Version 1.0.4.16: April 6, 1999
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Greg: Fixed a bug related to the storing of the default export options. If the
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user exported a model which uses the hierarchy from another model and then
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moves the Max file, the next export would crash Max when the exporter couldn't
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find the w3d file which contains the hierarchy.
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Version 1.0.4.15: Mar 18, 1999
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Greg: Fixed a bug in the AABox export. Was using the wrong coordinate system for
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the box. AABoxes actually seem to be of very limited use. Possibly only
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useful as an approximation of a cylinder centered at 0,0,0 in object space
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(but moved anywhere on the z-axis) and only for objects that *only* rotate
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about the z-axis. (characters) Ug.
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Version 1.0.4.14: Mar 16, 1999
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Greg: Made meshes that are marked as AABox or OBBox export a W3D_CHUNK_BOX instead
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of a mesh. The runtime engine can test collision with a box in about the same
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amount of time it takes to check a single triangle... so one box is much faster
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than a 12 triangle mesh :) These boxes are only for collision detection so
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they only export a color, no other rendering information.
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Version 1.0.4.13: Mar 11, 1999
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Greg: Fixed a bug in the collection exporter. Needed to put the entire name
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of the render object into the sub object chunk.
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Version 1.0.4.12: Mar 10, 1999
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Naty: Fixed minor bug with start/end animation frames in export dialog.
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Version 1.0.4.11: Mar 4, 1999
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Naty: Added "Camera Oriented" mesh type (and changed the camera aligned button
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to read "Camera Parallel"). Export options are now saved in the MAX file
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(hierarchy file paths are saved in a relative form).
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Version 1,0,4,10: Mar 3, 1999
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Greg: Modified so that collections are not exported when there is only a single
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mesh and forced that mesh to use the name of the file.
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Changed w3d_file.h so that meshes have a "container name" instead of
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a "hierarchy model name" and set the container name when a collection is exported
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Version 1,0,4,9: Mar 3, 1999
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Naty: New Shader (took out colormaks, fogfunc, new dialog and preset system)
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Added alphatest support, added Linear offset mapper and mapper argument
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string support
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Version 1,0,4,8: Feb 9, 1999
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Greg: Added the ZNormals option for forcing the normals of a mesh to be 0,0,1
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Version 1,0,4,7: Feb 8, 1999
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Greg: Fixed 2 bugs in the skin code. Added code to scan the materials used
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by a mesh and discard un-used ones.
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Naty: Added 'Alpha-Bitmap' button to the texture dialog, added new shader presets
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Version 1,0,4,8: Feb 15, 1999
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Greg: Improved the strip generation algorithm. Now actually turns a cube into 6
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strips instead of 12 individual triangles. Still needs work though...
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