Product Chat / Max will not allow more then 4 edits to an entity.

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m2design
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Posted: 12th Mar 2021 01:40
While using MAX to populate a map I have found that MAX will not recognize more then 4 entity revisions. To illustrate the problem I am showing images of a simple example. The first image is Displaying 1 simple crate, works as expected. If I try to continue editing the original x file adding an additional crate each time, after 4 crates MAX refuses to display any more crates. Side note: in classic I can continue adding forever(with in reason of course).

Example 1


Example 2


Example 3


Example 4


This what 5 crates should look like except MAX won't except any additional edits
Example 5


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granada
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Posted: 12th Mar 2021 02:22
You will be able to use the built in Max bug tracker to submit this direct to GitHub in the next build

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DVader
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Posted: 12th Mar 2021 17:02 Edited at: 12th Mar 2021 17:56
I can't tell any difference between the crates. Are they supposed to have different textures? I can't see any diff in the Max screenshots, but obviously can see the diff in your modeller one. Are you importing the entire object as one, or as separate crates?
Edit- Or is this directly in Max? As in changing the textures in editor? I'm not used to that feature in GG so am in a GG mindset still in that area
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Belidos
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Posted: 12th Mar 2021 18:58
One had one crate one had two crates one has three and so on, but when he gets to five only four are shown.
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smallg
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Posted: 13th Mar 2021 09:59
to clarify, you're talking about separate meshes within the same entity here?
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m2design
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Posted: 16th Mar 2021 17:07
@smallg
Forget the crates, picture a shack model that needs to be revised.
Yes. I am showing separate meshes within the same entity. To begin with the entity is created in my modeling software and saved as an "x" file. The entity is then placed into a map created in MAX and then the map is saved, tested and everything fine. Later I decide to revise the shack model by going to the modeling software loading up the original model and add a porch, Save the revised model, now with the porch addition, return to the MAX map and the original shack model is displayed as expected with a porch. Return to the modeling software and add another porch, save the model as an "x" file, Return to the map and the map shows the model with 2 porches. Continue the process adding porches. I will, after adding several new elements to the shack model, reach a point where the model in the MAX map will not show the additional changes. The thumbnail in the entity listing will not show the proper image as being revised, it is stuck. The only way I can get the Thumbnail to change to the proper updated image is to return to the modeling software and change the model name and save the new "X" file as (example: shack rename as shack1). I must rename the original fpe file and revise the required instructions then when I return to the MAX map the new renamed entity must be added to the map. I can then continue with revisions for a limited number of times then I will be forced to rename the "X" file again. Note: because the original shack.fpe has been changed to shack1.fpe the original "shack" model will be retained on the map only with out all of the additions but the new model "shack1" will show the new additions that the original will not show.
I don't know if I can make this process explanation any more complicated but I can certainly try


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AmenMoses
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Posted: 16th Mar 2021 17:31
Are you deleting the old .dbo files?
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m2design
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Posted: 16th Mar 2021 18:56
Yes, Every time I create a new X file. When the process is working and the entity thumbnail shows the proper image the new .dbo file shows the correct current file save clock time. The new .dbo file and .X file show the correct date, clock and file size. When the thumbnail image fails to update the model fails to update. I think the problem is with the conversion step MAX requires from classic to MAX. I will not even pretend to understand what goes on there.


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DVader
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Posted: 16th Mar 2021 19:49
I suspect if you delete the old FPE, dbo and thumbnail, the new model will be refreshed properly. Even in GG I have found having the old files left can sometimes cause items to not refresh. For some reason Max really slows things down for me and it is difficult to run any other programs while it is running, even notepad. I played about with some scripting the other day and ended up using GG to test until complete, as it was far faster to test and flip between script and game that way.

I tend to use fbx files in Max now rather than .x, as Blender dropped .x support a few versions ago. If that's an option, you may have better luck with fbx in general.
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m2design
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Posted: 16th Mar 2021 21:58 Edited at: 17th Mar 2021 01:01
Just in case...
It appears that MAX creates it's own thumbnails based on the dbo files (I think that's where it gets it's data) . No more 64X64 bitmap files required it seems... at least if you go to the entity list it is full of empty boxes that display images if you place the mouse cursor over an empty cell in the list.

EDIT: I have found the temporary solution to my problem is to just make revisions to my shack models in Game Guru Classic and then transfer the REVISED required files to MAX.
This video is useless just want to see if it works


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OldFlak
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Posted: 17th Mar 2021 11:03
@m2design
I can make endless revisions to my models - but I delete ALL the files (the whole folder actually) and let MAX convert them at start up.
Using File Explorer - all my models are X....

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