Hello good sir. THANK you for this plug-in, it Was working great for me (Max 2013 x64) until last night when i installed the 3dsMax2013_PU06_64-bit Update to try to get around some CTD issues after a Max ini reset didn't work. Do you have any Ideas how I can get back up and running. Fyi Using BC7 compressed Diffused and BC5 normals and spec. I did try reinstalling the plugin (dragging and dropping the contents of the 3DS MAX 2013\3dsMax2013_DDS_1.1-20540-1-1.zip\3dsMax2013_DDS\x64\stdplugs\ folder to my folder in C:\Program Files\Autodesk\3ds Max 2013\stdplugs.
I would include a reference file but none of them work for me brother
Sorry this post sucks, If you could let me know what you need I will get it to you as fast as humanly possible man. Since it was working perfectly before the update, I figured something might have changed script wise that you might be able to work out with out a bunch of junk for me.
I'm replying with basically the content of my message reply - in case anybody else runs into this issue.
Before I continue - let me say I haven't had a chance to confirm what follows. I will look into it in a day or two, but as 3ds Max only changes the SDK for each main version, and that error is the same exact error that the stock plugins will give for DX11 dds files, there's a *really* good chance that what follows is both the cause and solution.
The stock dds plugin doesn't even appear in the Plugin Manager - so the only way I could get mine to load, without conflicting with the stock plugin, is by backing up the original files, and replacing them with mine.
The downside of this, is any 3ds max update, service pack, reinstall or repair can overwrite my plugin, with the stock one. How do you tell if that's the case? Well, non DX11 dds files should still load perfectly, and DX11 dds files will give the same error as pictured above.
To fix this, you'll need to first delete the two files you renamed (dxdds.bak and dxdds.bmi.bak), and "reinstall" my plugin, by following the instructions listed in the description.
So...
1) Delete stdplugs/dxplugins/dxdds.bak & stdplugs/dxplugins/en-US/dxdds.bmi.bak 2) Rename the existing stdplugs/dxplugins/dxdds.bmi & stdplugs/dxplugins/en-US/dxdds.bmi.mui to dxdds.bak & en-US/dxdds.bmi.bak 3) download my plugin, and copy the appropriate stdplugs folder to your Autodesk/3ds max folder.
That doesn't work. Infact, the whole plugin doesn't work. I got 3dsmax 2013 64 bit, and i get this message whatever i do, followed your instructions to the letter, but i CAN load dx9 files, but CAN'T load dx10 or 11 files.
Then it's still using the default dds plugin. Which means you haven't backed up, and replaced it with mine, or an update replaced mine with the default plugin.
If you copied correctly, and my plugin was broken, you wouldn't be able to load *any* dds files.
Not sure what caused that - but as mine currently doesn't even write dds files, let alone anything else, it's probably part of Bethesda's tools. (BGS is the giveaway here).
That said, I'm glad you like it! I only wish it would work with both of Bethesda's shaders
8 comments
I would include a reference file but none of them work for me brother
Sorry this post sucks, If you could let me know what you need I will get it to you as fast as humanly possible man. Since it was working perfectly before the update, I figured something might have changed script wise that you might be able to work out with out a bunch of junk for me.
Before I continue - let me say I haven't had a chance to confirm what follows. I will look into it in a day or two, but as 3ds Max only changes the SDK for each main version, and that error is the same exact error that the stock plugins will give for DX11 dds files, there's a *really* good chance that what follows is both the cause and solution.
The stock dds plugin doesn't even appear in the Plugin Manager - so the only way I could get mine to load, without conflicting with the stock plugin, is by backing up the original files, and replacing them with mine.
The downside of this, is any 3ds max update, service pack, reinstall or repair can overwrite my plugin, with the stock one. How do you tell if that's the case? Well, non DX11 dds files should still load perfectly, and DX11 dds files will give the same error as pictured above.
To fix this, you'll need to first delete the two files you renamed (dxdds.bak and dxdds.bmi.bak), and "reinstall" my plugin, by following the instructions listed in the description.
So...
1) Delete stdplugs/dxplugins/dxdds.bak & stdplugs/dxplugins/en-US/dxdds.bmi.bak
2) Rename the existing stdplugs/dxplugins/dxdds.bmi & stdplugs/dxplugins/en-US/dxdds.bmi.mui to dxdds.bak & en-US/dxdds.bmi.bak
3) download my plugin, and copy the appropriate stdplugs folder to your Autodesk/3ds max folder.
Then, it should work again as before.
Infact, the whole plugin doesn't work.
I got 3dsmax 2013 64 bit, and i get this message whatever i do, followed your instructions to the letter, but i CAN load dx9 files, but CAN'T load dx10 or 11 files.
If you copied correctly, and my plugin was broken, you wouldn't be able to load *any* dds files.
MAXScript Scripted Plugin Handler Exception:
--Runtime Error: FileStream cannot create:
C:\Temp\BGSP4_BatchCmds.bat
but everything seems good, now i can load the Normal and Spec map.
Thank you!!
That said, I'm glad you like it! I only wish it would work with both of Bethesda's shaders