Wall Worm Forums

Design Tools => Wall Worm Level Design in 3ds Max => Anvil Bug Reports => Topic started by: wallworm on July 11, 2012, 11:55:16 AM

Title: [FIXED] 3ds Max PU3 DirectX_Shader bug
Post by: wallworm on July 11, 2012, 11:55:16 AM
There is a new bug introduced in 3ds Max 2013 Product Update 3 that affects displacements in Wall Worm. As the displacements use the DirectX_Shader so that you can paint the alpha blend of blend materials... this mainly affects displacements.

I have found that the name of any Render Material of a DirectX_Shader will now always get renamed to the default material name of a directX render material. This is consequential because the render material is the material that gives a material it's name in the VMT exporter and the VMF exporter.

There is a thread over on the Area about this DirectX bug (http://area.autodesk.com/forum/t68938). If possible, please test this on your system if you have 3ds Max 2013 PU3. If you too have the problem, please make a comment on that thread and submit a defect report to Autodesk. You can do that by clicking Help > Report a Problem in Max. In your problem report, please explain the problem as well as link to the thread on the Area. Hopefully it will be patched in the next Max update.

In the meantime, I have built a function to rename render materials of DirectX_Shader. This temporary solution will be included in the next WW update.
Title: Re: 3ds Max PU3 DirectX_Shader bug
Post by: wallworm on July 13, 2012, 10:19:49 PM
I have confirmed this bug with several other people. Please do the Wall Worm nation a favor and REPORT THIS BUG! (http://usa.autodesk.com/adsk/servlet/item?id=12331406&siteID=123112&SelProduct=3dsMax).
Title: Re: 3ds Max PU3 DirectX_Shader bug
Post by: wallworm on April 18, 2013, 05:53:09 PM
As it turned out, this was a long-standing bug in 3ds Max. I only noticed it after some major updates to the WW material export functions. I recoded WW such that it is not an issue anymore.