3DSMAX plugins

Anything to do with Drakan level editing and modifications, post it here! Also this is the place to tell us about your new levels and get player feedback.

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Drakon Rider
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Posts: 87
Joined: Sun Jul 29, 2001 2:35 am
Location: Russia
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3DSMAX plugins

Postby Drakon Rider » Thu Nov 08, 2001 2:19 pm

if anyone still intresting in 3DSMAX4 :

ftp://fauser:[email protected]/pub ... lugins.zip

The problem is that Visual C++ defines INT_PTR to 'long' when it is supposed to be defined as an 'int' (on ia32 platforms). You can either use a supported build environment by updating to the platform SDK, or you can use the unsupported environment by manually fixing the problem in the header "On or around line 123 of include\basetsd.h change:

typedef long INT_PTR, *PINT_PTR; typedef unsigned long UINT_PTR, *PUINT_PTR;
to

typedef int INT_PTR, *PINT_PTR; typedef unsigned int UINT_PTR, *PUINT_PTR;

and most of plugins for 3DSMAX4 would be compiled without error :

error LNK2001: unresolved external symbol "public: virtual char * __thiscall ClassDesc::GetRsrcString(long)" ([email protected]@@[email protected])

Drakon Rider
Dragon
Posts: 87
Joined: Sun Jul 29, 2001 2:35 am
Location: Russia
Contact:

Postby Drakon Rider » Sat Jun 18, 2011 2:52 pm

Heh - just 10 years passed and I was asked to build REO plugins for MAX2010.

Here is the current build -
ftp://fauser:[email protected]/pub ... lugins.zip

They are successfully build with MAX2010 SDK and VS2008 but still not tested. Good if anyone will try to test and report if they OK or not.


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