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BigWorld Technology Tools Release Notes

BigWorld Technology 2.1. Released 2012.

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BigWorld Technology 2.1 Tools Release Notes


1. Important Notes

  • There is now support for the Recast navigation mesh generation third-party library. By default existing spaces will continue to use NavGen, however this can be controlled by setting the <navmeshGenerator> tag in space.settings. Newly created spaces will use NavGen by default.

    To use Recast, specify "recast" in space.settings or to use the old NavGen specify "navgen". See the Content Tools Reference Guide for details.

  • A converter from Collada .dae files to BigWorld .visual files is now available. See the content creation guide section BigWorld and Collada for details.

  • A converter from static BigWorld .visual files to Collada .dae files is now available. See the content creation guide section BigWorld and Collada for details.

2. Miscellaneous

  • Fixed a bug where panel tab labels were not readable when font scaling was turned on in Windows.

    Bug 28250

  • Fixed a bug where some of the items in property lists and their tooltips were not displaying properly.

    Bug 31593

3. World Editor

3.1. New Features

  • It is now possible to take high resolution orthographic snapshots of any outdoor chunk using the WorldEditor.photographChunk Python function. For example, this can be used in conjunction with a custom Python script to create a high res top down mini-map for a space for use with SpaceViewer. To help facilitate this, WorldEditor.outdoorChunkIdentifier has also been added to generate a chunk identifier from a given world position. See the World Editor Python API documentation for details.

    Bug 31472

  • Added the Regenerate Thumbnails option to the File menu. This will force a regeneration of thumbnails (as viewed in the Project View) for all chunks in the space. See the Content Tools Reference Guide for details.

    Bug 32497

  • Added the Invalidate All Chunks option to the File menu. This will invalidate all chunks in the space so that they need to be recalculated. See the Content Tools Reference Guide for details.

    Bug 32497

3.2. Changed Features

  • The svn_stub script used to interface World Editor with Subversion now uses the pysvn library rather than invoking svn.exe directly. The benefits this provides are:

    • The script no longer needs to be configured to point to the correct location of svn.exe.

    • It removes the command line length limitations so that all chunks can be committed in a single commit, instead of batching it up into multiple commits.

    Subversion 1.7 and earlier are supported by the version of pysvn that comes in the updated package. Please see the chapter on bwlockd in the Content Tools Reference Guide for details on using the locking mechanism in World Editor.

    Bug 32661

  • World Editor no longer locks extra chunks when using bwlockd. This was previously done to keep terrain shadow calculations in sync, however caused more bugs than it prevented. As such, bwlockd/xExtent and bwlockd/yExtent in worldeditor/options.xml are no longer used. We now recommend that a Process All is performed on a space before shipping to ensure all shadows are correct.

  • Deprecated Py_Return in favour of Py_RETURN_NONE, which is part of the standard Python distribution.

    Deprecated PyTypePlus in favour of PyTypeObject, which is part of the standard Python distribution.

    Deprecated PyInstancePlus and Py_InstanceHeader as they are simply aliases for PyObjectPlus and Py_Header.

    Bug 32074

  • World Editor's status bar now indicates not just how many chunks are currently dirty, but what aspect of those chunks are dirty. This includes indicating dirty data such as navigation mesh which World Editor cannot regenerate, but serves as a reminder to the user that Offline Processor or NavGen needs to be run.

    Bug 32321

  • World Editor now supports undo/redo for tool changes.

    Bug 32649

  • The Python API for World Editor gizmos has changed. Custom modifications to the editor will need to take into account the following changes.

    Tool.beginUsing and Tool.endUsing previously had to be called from scripts to start/stop using a tool, but now they are callbacks which are called automatically when the tool becomes the top of the tool stack.

    The tool "functors" have been refactored, if you have added custom tool functors then they may not work exactly the same. Functors must all be cancellable now. The WorldManager will force the current tool to stop applying before save/load/undo etc.

    The tool manager now requires that all tools have stopped applying before they can leave the top of the tool stack. Either by being popped off the stack or put underneath another tool on the stack. Custom tools will need to work this way, custom gizmos need to take this into account when switching tools.

    Bug 32649

  • Text related to undo/redo has been localised to Chinese.

    Bug 32649

3.3. Bug Fixes

  • Fixed a bug where if there are multiple models inside a chunk referring to the same .model file, and then the model gets modified by Model Editor, World Editor would crash while trying to reload the chunk.

    Bug 32194

  • Editing properties across multiple selected items now works as expected.

    Bug 31531

  • Fixed a memory leak that occurred when FMOD support was disabled.

    Bug 31528

  • Fixed a bug in the Terrain Lod Texture generation that meant side-projected textures were applied incorrectly in the Lod Texture.

    Bug 31573

  • "Show in Scene Browser..." context menu option now sets both the selection and the selection mark in the Scene Browser in order to avoid illogical multiple selection behaviour.

    Bug 31835

  • Fixed an occasional crash on shutdown.

    Bug 31891

  • Fixed a bug where unhide objects via Edit menu would not unhide frozen objects and vice versa.

    Bug 31809

  • Fixed a bug where the progress bar in the New Space dialog was not updated during space creation.

    Bug 31642

  • Fixed a bug where a SpeedTree represented in SpeedTree CAD will appear much larger when placed in World Editor.

    Bug 31875

  • Fixed a bug where chunk thumbnails would not be updated in the Project View module if the chunk was outside the camera radius. This was especially apparent after invalidating all chunks.

    Bug 32497

  • Fixed a bug where changing tools quickly could cause a crash.

    Bug 32649

  • Fixed a bug where SpeedTrees with the same name in different paths (eg. res/map_01/tree.spt and res/map_02/tree.spt). would not use the correct BSP.

    Ticket 3352

  • Fixed a bug where the version control status window would not repaint itself correctly until the operation had fully completed. This would mean the window would appear to lock up during longer operations.

    Bug 32661

  • Fixed a bug where quickly pressing "CTRL+S" repeatedly caused multiple saves. In relation to this, also fixed some bugs relating to repeated key events on certain shortcuts.

    Bug 32716

3.4. Known Bugs & Limitations

  • The tools are not designed to work with packed XML sections or assets inside zip files (by specifying a zip file in the paths.xml)

    Bug 26882

4. Model Editor

  • Fixed a memory corruption bug that could occur if a model's primitives file contained certain material properties (e.g. texAddressMode).

  • Fixed a bug so that you can can edit model files while their animation files are read-only.

    Bug 27931

5. Particle Editor

  • Fixed a memory leak that occurred when FMOD support was disabled.

    Bug 31528

  • Fixed a bug where Wacom drivers were causing crashes.

    Bug 32051

  • The list of particle systems is now populated immediately on startup, rather than on the first time it gains focus.

    Bug 32051

6. Res Packer

  • It is no longer necessary to modify the ResPacker source code to avoid stripping out navigation data for client-side navigation. It now honours the clientNavigation/enable flag in the space.settings file. See the Client Programming Guide for details on client-side navigation.

    Bug 32594

7. Visual/Animation Exporters

  • 3ds Max 2012 and Maya 2012 are now supported.

    Bug 26228

8. NavGen

  • NavGen no longer draws the rendered scene window while it generates. This improved generation performance, and fixes a rare crash.

    Bug 32606

9. Offline Processor

  • A new Offline Processor tool has been added which generates navigation meshes for chunks using Recast. This is offered as an alternative to NavGen navigation meshes. For more details, refer to Offline Processor.

    Note: Recast will generate navigation meshes faster, but they will be different to those generated by NavGen. New spaces will still use NavGen by default. We recommend that existing spaces continue to use NavGen.

    Bug 31511

BigWorld Technology 2.0.8 Tools Release Notes


1. ResPacker

1.1. Bug Fixes

  • Made PackedSection integer conversion stricter so that the conversion back to a string must match the original input string. The previous implementation would strip any leading zeros (e.g. "01" would get converted to "1", breaking anything that depended on those leading zeros).

    Bug 32746

BigWorld Technology 2.0.7 Tools Release Notes


No changes were done for this version.

BigWorld Technology 2.0.6 Tools Release Notes


No changes were done for this version.

BigWorld Technology 2.0.5 Tools Release Notes


No changes were done for this version.

BigWorld Technology 2.0.4 Tools Release Notes


1. Bug Fixes

  • Fixed a crash when switching between spaces when bwlockd is enabled.

    Bug: 31944

  • Fixed a bug that modifying the strength or opacity of a terrain texture paint brush creates another texture layer for the terrain.

    Bug 31583

BigWorld Technology 2.0.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 2.0.2 Tools Release Notes


1. Model Editor

1.1. Bug Fixes

  • Fixed a crash that occurred when trying to add an invalid model as a secondary model.

    Bug 31465

  • Localised some strings in the pulse light chunk item.

    Bug 31466

2. NavGen

2.1. Changed Features

  • Added WayPointSeed UDO which can be used to select girth sets on a per chunk basis

    Bug 31495

BigWorld Technology 2.0.1 Tools Release Notes


1. Bug Fixes

  • Added missing files in the Full Source package that were preventing the package from being compiled.

BigWorld Technology 2.0 Tools Release Notes


1. Overview

  • BigWorld Technology 2.0 is the latest version of the BigWorld Technology engine.

2. Important Notes

  • The release number system has changed. Previously, there were two digits assigned to a major release version (e.g. 1.9), an extra digit for the minor release version (e.g. 1.9.6) and a final, fourth digit for the patch version (e.g. 1.9.6.7). Major release versions now have a single digit. The full version number now has three digits (e.g. 2.0.0).

  • In order to make the source code location for BigWorld components consistent, the trunk/src folder has been moved to trunk/bigworld/src. This needs to be considered when merging source code changes from previous versions to the latest version.

  • Please note that support for Visual C++ 2005 will be dropped in BigWorld version 2.1 in favour of supporting Visual C++ 2008 and Visual C++ 2010.

    If upgrading projects to Visual C++ 2010 yourself, you will need to upgrade the projects and configure project to project dependancies yourself. In addition, comment out the following line in src/lib/python/PC/msvcrtmodule.c:

    #include <crtassem.h>

3. World Editor

3.1. New Features

  • Created a Weather System Editor, which replaces the existing Weather System Preview panel. Please see the content tools reference guide for details on its use.

    Bug 23871

  • Added BigWorld.addModel and BigWorld.delModel. This allows PyAttachments to be drawn without being associated with an entity. See the python API document for further details.

    Bug 23871

  • Added the BigWorld.InvViewMatrixProvider class. This MatrixProvider returns the current inverse view matrix, regardless of what camera is currently in use. Previously you'd need to access this matrix through instances of the BigWorld.Camera class, requiring you to manually handle the case when the BigWorld camera object changes. See the client python API document for further details.

    Bug 23871

  • Made the BigWorld.loadResourceListBG function available in the tools. Previously this function was only available on the client. See the python API document for further details.

    Bug 23871

  • Made the BigWorld.PyChunkLight and BigWorld.PyChunkSpotLight classes available in the tools. Previously these classes were only available on the client. See the python API document for further details.

    Bug 23871

  • Added the ability to temporarily hide or freeze objects for easier editing of dense areas.

    Bug 22724

  • Created the Scene Browser panel, which allows for easy browsing, selecting, searching, hiding, freezing and managing of objects currently loaded in the space.

    Bug 24141

  • Add meta data support to Model Editor, Particle Editor, World Editor and exporters so user-defined properties like descriptions, comments, etc. can be easily added to most game objects.

    Bug 8465

  • WorldEditor now allows editing common properties when multiple objects are selected.

    Bug 7197

  • An entry was added to the options.xml file to allow for more control over the camera rotation speed. This entry is a floating-point value called "rotateSpeedMultiplier", and is located inside the "camera" section of the options.xml file. The default value is 1.0.

  • Created the Post-Processing panel, which allows for easy creation, modification and previewing of post-processing effects.

    Bug 25436

  • The edit field precision for Yaw, Pitch and Roll is now restricted to one significant digit to reduce floating-point rounding issues.

    Bug 26601

  • Added the ability to visualise which lights are dynamically lighting a particular object. Please see the content tools reference guide for details on its use.

    Bug 27362

3.2. Changed Features

  • In order to make the source code location for BigWorld components consistent, the trunk/src folder has been moved to trunk/bigworld/src. This needs to be considered when merging source code changes from previous versions to the latest version. Bug 10156

  • The internal Python library has been updated to version 2.6.4.

    Bug 27310

  • Removed weather systems which were deprecated in 1.8. These are replaced by the new python weather system module, which allows far greater customisation and control. See the New Features section for more details.

    Bug 23871

  • Scaling and rotating of multiple selected objects now listens to the Object panel's Coordinate System and Locking Mode selections.

    Bug 23858

  • The default file format for exporting terrain height maps is now raw instead of r16, to allow better file exchanging with other tools.

    Bug 22725

  • User Data Object links with a very short length will now cause the World Editor to generate a warning. This helps to avoid accidentally placing two linked User Data Objects on top of each other.

    Bug 22434

  • Added support for UINT32 entity property editing.

    Bug 25600

  • World Editor is now using stack tracer to display call stack information when a crash occurs. GEH library is no longer used and has been removed from World Editor.

    Bug 26432

  • World Editor is now using space.cleanlist to store all chunks that are known to be clean. The old dirty list stored in space.localsettings is no longer used. NOTE: File space.cleanlist should not be committed to the repository.

    Bug 27060

  • World Editor is using svn_stub.exe as the repository stub by default. It will no longer change the extension of stub automatically, i.e. if you set svn_stub.py as the repository stub in options.xml, World Editor will actually use svn_stub.py, before it would use svn_stub.exe even if svn_stub.py is set. When a non-executable type is set as the stub be sure to set its associated program. Python installer will automatically set python.exe as the default program to open .py files.

    Bug 27586

  • The way World Editor stores static lighting information in chunk has changed. Now the vertex colour data of all static lighting for a chunk is stored in one section named "staticLightingCache" in the cdata file. Static lighting information for individual model is stored as offset inside the model section in the chunk file. Existing spaces need to be updated to the new format by doing a Process Data in World Editor.

    Bug 27513

  • The F1 help in World Editor, Model Editor and Particle Editor are now provided Chinese version.

    Bug 16658

  • We now use versionControl for version control settings in options.xml. The old tag CVS is still supported for back compatibility but is deprecated.

    Bug 16658

  • The "reflection visible" property of shells is now editable, this allows you to control what shells are reflected in waters.

    Bug 27427

3.3. Bug Fixes

  • Fixed several performance issues, including object selection and manipulation speed optimisations.

    Bug 23029

  • Fixed a bug that caused a one-frame lag between the environment and the rest of the 3D scene. This was especially noticeable with a lag visible on the cloud shadows cast on the ground.

    Bug 23871

  • Now if the "Automatic Layer Limit" checkbox on the Terrain Texture panel is unchecked, a warning will be given if trying to paint more than 4 layers of textures on simple terrain. If it is checked, the new texture will automatically replace an existing texture if there are already 4 layers on the chunk.

    Bug 25654

  • Particle systems addYBounds is now calculated correctly and used by EditorChunkParticleSystem, therefore particle systems are no longer incorrectly culled when not using Umbra and looking up.

    Bug 26711

  • Fixed a BWLockd issue where the lock server would not accept new connections from the same machine until a previous connection timed out. New connections from the same machine are now accepted, and any previous connection is dropped. This could occur if WorldEditor did not shut down cleanly.

    Bug 28276

3.4. Known Bugs & Limitations

  • The tools are not designed to work with packed XML sections or assets inside zip files (by specifying a zip file in the paths.xml)

    Bug 26882

4. Model Editor

4.1. New Features

  • Added the ability to specify the sun angle in the options.xml file. For more information please see the file grammar guide.

    Bug 26174

  • Model Editor now warns the user if a shader with multiple UVs is used on a model with only one set of UV coordinates.

    Bug 26506

4.2. Changed Features

  • The internal Python library has been updated to version 2.6.4.

    Bug 27310

  • Removed the PromoteMotion button in the action matcher panel. This option was found to be confusing and unneccesary. The engine now decides whether or not an action promotes motion. Also cleaned up the Actions panel to better distinguish action options that apply just to the action matcher, and action options that apply generically.

    Bug 24709

  • Model Editor is now using stack tracer to display call stack information when a crash occurs. GEH library is no longer used and has been removed from Model Editor.

    Bug 26432

4.3. Bug Fixes

  • Fixed a problem where only pre-defined action capabilities were editable, now all capability flags are editable.

    Bug 28039

4.4. Known Bugs & Limitations

  • The tools are not designed to work with packed XML sections or assets inside zip files (by specifying a zip file in the paths.xml)

    Bug 26882

5. Particle Editor

5.1. New Features

  • A delay time can now be specified for each action, causing the action to wait a number of seconds after the particle system starts.

    Bug 24079

  • It is now possible to specify explicit orientation for sprite particles.

    Bug 24079

5.2. Changed Features

  • The internal Python library has been updated to version 2.6.4.

    Bug 27310

  • Particle Editor is now using stack tracer to display call stack information when a crash occurs. GEH library is no longer used and has been removed from Particle Editor.

    Bug 26432

5.3. Known Bugs & Limitations

  • The tools are not designed to work with packed XML sections or assets inside zip files (by specifying a zip file in the paths.xml)

    Bug 26882

6. Res Packer

6.1. Bug Fixes

  • Res packer can now be stopped by pressing Ctrl+C

    Bug 26282

7. 3dsMax Visual Exporter

7.1. New/Changed Features

  • The bone limit for skinned meshes has been changed to 256 (it was previously 86)

  • Portals can now be labeled to make them easier to identify from script

    Bug 26400

7.2. Bug Fixes

  • Fixed a bug that could cause seams to appear when trying to line up multiple skinned models.

  • Fixed a bug that could cause the exporter to crash if a skinned mesh was not assigned to any bones.

    Bug 28192

8. 3dsMax Animation Exporter

8.1. New/Changed Features

  • The animation exporter now reports an error when duplicate node names, duplicate morph target names or clashing morph target and node names are exported.

9. Maya Exporter

9.1. New/Changed Features

  • The bone limit for skinned meshes has been changed to 256 (it was previously 86)

  • Portals can now be labeled to make them easier to identify from script

    Bug 26400

9.2. Bug Fixes

  • Fixed a bug that could cause seams to appear when trying to line up multiple skinned models.

  • Fixed a bug in the vertex colour export which caused incorrect vertex colours when multiple objects were exported together.

    Bug 27956

10. NavGen

10.1. Changed Features

  • NavGen is now using stack tracer to display call stack information when a crash occurs.

    Bug 26432

BigWorld Technology 1.9.6.12 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.11 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.10 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.9 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.8 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.7 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.6 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.5 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.4 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6.2 Tools Release Notes


1. All Tools 1.9.6.2

1.1. Bug Fixes

  • Added the missing src/lib/third_party_integration library.

    Ticket # 1799

BigWorld Technology 1.9.6.1 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.6 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.6 is the latest version of the BigWorld Technology engine. This version contains multiple bug fixes and highly important features which do not require complicated merges. Future 1.9 releases are expected to mainly contain bug fixes.

2. Executive Summary

  • Minor changes were done to the BigWorld Technology tools in this version.

  • A new exporter is now available for Maya 2010.

  • A new exporter is now available for 3ds Max 2010.

  • Performance improvements were done for some operations in World Editor.

3. WorldEditor 1.9.6

3.1. Changed Features

  • Performance improvements where achieved for some operations, including:

    • Creating an Advanced Terrain space is now much faster.

    • Placing a terrain texture on a space with advanced terrain is also much faster.

    • Removed framerate spikes that occurred after painting the terrain textures on an Advanced Terrain space.

    • Selecting many items is now much faster.

    • Moving, rotating and scaling many items at once is also much faster now.

3.2. Known Bugs & Limitations

  • Perforce stub (p4_stub.py) cannot work if the root resource folder containing the space folder being committed is not in the same client specification of the space folder. This could happen in setting multiple Perforce views with different folders under the game project. To get around this issue, you can simply add the root res folder into the same client specification with a non-recursive view.

    For example, if your space folder is inside your_game/res/spaces and you have a dedicated client specification for it. The root is set to your_game/res/spaces and the view is mapped from /depot/your_game/res/spaces/... to /local/.... In this case, p4_stub will not work. You have to change the root to your_game/ and create 2 views: /depot/your_game/res/spaces/... to /local/res/spaces/... and /depot/your_game/* to /local/* In this case, p4_stub can find the correct client specification and work properly.

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

4. ModelEditor 1.9.6

4.1. Bug Fixes

  • Removed a deprecation warning message relating to SimpleGUIComponent when using radius or angle gizmo's.Bug 26679

4.2. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup.

    Bug 22800

  • Any modification made to action matcher parameters in Action page will be cleared automatically if there is no value in the edit box before editing. You can always use the scroll bar to set an initial value and then use edit box to input exact value.

    Bug 23622

  • If a shader with two sets of UV coordinates is added to a model that doesn't have two UV coordinates per vertex, Model Editor does not warn the user properly, and can result in visual artifacts.

    Bug 26506

5. ParticleEditor 1.9.6

5.1. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

6. NavGen

6.1. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

  • "Generate All" will not regenerate navmesh for a chunk if its assets have been modified after the chunk was saved. For example, if a model used in a chunk is re-exported after generating the navmesh for this chunk, doing "Generate All" in NavGen again will not generate navmesh for this chunk. In this case, use "Generate All Overwrite" to ensure all navmesh is correct and up to date.

    Bug 23622

7. 3dsMax Visual Exporter 1.9.6

7.1. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

8. Maya Visual Exporter 1.9.6

8.1. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

9. Res Packer

9.1. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

10. Offline Updater

10.1. Known Bugs & Limitations

11. 3dsMax Visual Exporter 1.9.6

11.1. Changed Features

  • Added 3ds Max 2010 visual exporter

    Bug 26228

12. Maya Visual Exporter 1.9.6

12.1. Changed Features

  • Added Maya 2010 visual exporter

    Bug 26228

BigWorld Technology 1.9.5 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.5 is the latest version of the BigWorld Technology engine. This version contains multiple bug fixes and highly important features which do not require complicated merges. Future 1.9 releases are expected to mainly contain bug fixes.

2. Executive Summary

  • Multiple bug fixes were done in this version.

3. WorldEditor 1.9.5

3.1. New/Changed Features

  • The 'Editor_Hybrid_Indie' build configurations has been added to the BigWorld solution files. This configuration is used internally by BigWorld to build executables shipped to Indie customers. It is usually not used by BigWorld customers. Bug 26840

3.2. Known Bugs & Limitations

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

4. ModelEditor 1.9.5

4.1. New/Changed Features

  • The 'Editor_Hybrid_Indie' build configurations has been added to the BigWorld solution files. This configuration is used internally by BigWorld to build executables shipped to Indie customers. It is usually not used by BigWorld customers. Bug 26840

4.2. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup.

    Bug 22800

  • Any modification made to action matcher parameters in Action page will be cleared automatically if there is no value in the edit box before editing. You can always use the scroll bar to set an initial value and then use edit box to input exact value.

    Bug 23622

  • If a shader with two sets of UV coordinates is added to a model that doesn't have two UV coordinates per vertex, Model Editor does not warn the user properly, and can result in visual artifacts.

    Bug 26506

5. ParticleEditor 1.9.5

5.1. New/Changed Features

  • The 'Editor_Hybrid_Indie' build configurations has been added to the BigWorld solution files. This configuration is used internally by BigWorld to build executables shipped to Indie customers. It is usually not used by BigWorld customers. Bug 26840

5.2. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup.

    Bug 22800

6. NavGen

6.1. New/Changed Features

  • The 'Editor_Hybrid_Indie' build configurations has been added to the BigWorld solution files. This configuration is used internally by BigWorld to build executables shipped to Indie customers. It is usually not used by BigWorld customers. Bug 26840

6.2. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

  • "Generate All" will not regenerate navmesh for a chunk if its assets have been modified after the chunk was saved. For example, if a model used in a chunk is re-exported after generating the navmesh for this chunk, doing "Generate All" in NavGen again will not generate navmesh for this chunk. In this case, use "Generate All Overwrite" to ensure all navmesh is correct and up to date.

    Bug 23622

7. 3dsMax Visual Exporter 1.9.5

7.1. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

8. Maya Visual Exporter 1.9.5

8.1. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

9. Res Packer

9.1. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

10. Offline Updater

BigWorld Technology 1.9.4.5 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.4.4 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.4.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.4.2 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.4.1 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.4 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.4 is the latest version of the BigWorld Technology engine. This version contains multiple bug fixes and highly important features which do not require complicated merges. Future 1.9 releases are expected to mainly contain bug fixes.

2. Executive Summary

  • The offline updater has been released. This feature consists of a suite of libraries to help with developing an updater

  • WorldEditor memory and stability have been increased and multiple crashes have been prevented.

3. WorldEditor 1.9.4

3.1. Bug Fixes

  • Fixed crashes when doing Process Data that could occur in low memory conditions. As part of the fix, the options.xml tag fullSave/chunkNumberBetweenSave is no longer user-defined, it is now defined internally by World Editor. Also, World Editor may clear the Undo/Redo history while performing Process Data in order to save memory.

    Bug 26462

  • Memory management has been improved to prevent memory related crashes. There are two improvements worth mentioning here. Firstly, World Editor will automatically reduce the Texture Quality graphics setting if memory is low, and secondly, it will stop loading chunks until some memory is freed. The user can free some memory by saving, clearing the undo/redo history, and/or reducing the far plane.

    Bug 26470

  • Improved reliability of terrain texture LOD generation.

    Bug 26447

  • Fixed crash that occured after clicking the middle mouse button when in Terrain Import mode.

    Bug 25155

  • Fixed lock server issue when using SVN that caused shell cdata files to remain in SVN after deleting the correspoding shell.

    Bug 26755

  • Fixed handling of paths that contain the space character when using the lock server with SVN repositories.

    Bug 26755

  • Fixed lock server issue when using SVN that didn't allow for committing shells that were far away from the centre of a big space (in big spaces, chunks far away from the centre are stored in specially named subfolders inside the space folders).

    Bug 26755

3.2. Known Bugs & Limitations

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

4. ModelEditor 1.9.4

4.1. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup.

    Bug 22800

  • Any modification made to action matcher parameters in Action page will be cleared automatically if there is no value in the edit box before editing. You can always use the scroll bar to set an initial value and then use edit box to input exact value.

    Bug 23622

  • If a shader with two sets of UV coordinates is added to a model that doesn't have two UV coordinates per vertex, Model Editor does not warn the user properly, and can result in visual artifacts.

    Bug 26506

5. ParticleEditor 1.9.4

5.1. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

6. NavGen

6.1. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

  • "Generate All" will not regenerate navmesh for a chunk if its assets have been modified after the chunk was saved. For example, if a model used in a chunk is re-exported after generating the navmesh for this chunk, doing "Generate All" in NavGen again will not generate navmesh for this chunk. In this case, use "Generate All Overwrite" to ensure all navmesh is correct and up to date.

    Bug 23622

7. 3dsMax Visual Exporter 1.9.4

7.1. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

8. Maya Visual Exporter 1.9.4

8.1. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

9. Res Packer

9.1. Bug Fixes

  • Res packer can work on Vista with a DX9 supported graphics card now.

    Bug 23146

9.2. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

10. Offline Updater

10.1. New Feature

The offline updater has been released. This feature consists of a suite of libraries to help with developing an updater. See the document bigworld/doc/offline_updating.pdf for more details.

Bug 26416

BigWorld Technology 1.9.3.5 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.3.4 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.3.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.3.2 Tools Release Notes


1. 3ds Max Exporters 1.9.3.2

1.1. Bug Fixes

  • Fixed a problem that caused 3ds max to freeze on startup on computers running the 64 bit version of Windows vista

    Bug 26514

BigWorld Technology 1.9.3.1 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.3 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.3 is the latest version of the BigWorld Technology engine. This version contains multiple bug fixes and highly important features which do not require complicated merges. Future 1.9 releases are expected to mainly contain bug fixes.

2. Executive Summary

  • Vertex colours and secondary UV's are now supported.

  • A new exporter is now available for Maya 2009.

  • Multiple bug fixes were done in this version.

3. WorldEditor 1.9.3

3.1. New Features

  • WorldEditor has been optimised further. Of special interest is a new culling mechanism for proxy items, including lights and user data objects, that stops drawing these if they are far away. If desired, this distance can be fine tuned by specifying the cull distance in the render/helperDistanceThreshold tag in the options.xml file (in metres).

3.2. Changed Features

  • Support for CVS in BWLockD is deprecated, and will be completely removed in the next major release. Please use SVN or Perforce instead. Bug 22419

  • Improved handling of low memory conditions, with better warning system for when memory is low or fragmented, and also with slightly less memory usage when moving quickly in the space.

    Bugs 26241

  • Now python function resaveAllTerrainBlocks will also regenerate all normal maps.

    Bug 26245

3.3. Bug Fixes

  • When using Umbra for scene traversal, occlusion culling is no longer performed for the water reflection when no reflection is needed, this improves the performance of the water.

    Bug 24156

  • The "Automatic Layer Limit" checkbox will no longer get out of sync after changing between simple and advanced terrain spaces.

    Bug 24590

  • Flares no longer disappear if the "Proxies" option is turned off in the "Options" panel.

    Bug 25057

  • Fixed a problem in the handling of cdata files that could potentially result in WorldEditor not saving a chunk's updated thumbnail image.

    Bug 23012

  • Fixed bugs in water movement when it's selected with a shell that intersects with the water.

    Bug 26047

  • Fixed issue where a terrain chunk could not be saved if it was created by cloning from another terrain chunk.

    Bug 26412

3.4. Known Bugs & Limitations

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

4. ModelEditor 1.9.3

4.1. Bug Fixes

  • The "Blend Factor" edit box and slider will no longer display incorrect values for some models or nodes.

    Bug 23594

  • Fixed a bug where clicking an action in the recent played action list will play the action twice.

    Bug 23080

4.2. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

5. ParticleEditor 1.9.3

5.1. Bug Fixes

  • The Orbitor angular velocity was incorrectly clamped to 360 degrees per second, instead of 360 degrees per tick.

    Bug 16615

5.2. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

6. NavGen

6.1. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

7. 3dsMax Visual Exporter 1.9.3

7.1. New Features

  • Vertex colours and secondary UV's are now exported for models that contain themBug 19777 & Bug 24220

  • The filename associated with Use Reference Hierarchy is now displayed beneath the checkbox when the option is checked. Bug 26243

7.2. Bug Fixes

  • Fixed a problem with bsp generation related to a failing .primitives file purge during export.

7.3. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

8. Maya Visual Exporter 1.9.3

8.1. New Features

  • Vertex colours and secondary UV's are now exported for models that contain themBug 19777 & Bug 24220

8.2. Bug Fixes

  • Fixed a problem with bsp generation related to a failing .primitives file purge during export.

  • The Use decimetres and Legacy scale options are no longer disabled when exporting animations.

    Bug 23623

8.3. Changed Features

  • Added Maya 2009 visual exporter

    Bug 25987

8.4. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

9. Res Packer

9.1. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

BigWorld Technology 1.9.2.5 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.2.4 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.2.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.2.2 Tools Release Notes


1. WorldEditor 1.9.2.2

1.1. Bug Fixes

  • Fixed Models' animations not playing in WorldEditor.

BigWorld Technology 1.9.2.1 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.2 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.2 is the latest version of the BigWorld Technology engine. This version contains the fixes required for releasing the BigWorld evaluation version and urgent fixes required by customers using 1.9.1.

2. WorldEditor

2.1. Changed Features

  • The ticking of chunk items has changed. Only chunk items with the WANTS_TICK flag set now receive tick events. In addition, some objects, such as ChunkModel perform tick when they are drawn. Bug 24156

2.2. Bug Fixes

  • Fixed bug that resulted in the repeated display of the error message "ChunkLinkObstacle::getColumns: Link is not inside the space...". Bug 24045

  • The evaluation version of WorldEditor was failing to launch the external editor (ParticleEditor or ModelEditor) from the Asset Browser context menu when performing a right-click on an asset. Bug 24586

  • Fixed python error that occured when Umbra was compiled out. Bug 24792

2.3. Known Bugs & Limitations

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

3. ModelEditor

3.1. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

4. ParticleEditor

4.1. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

5. NavGen

5.1. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

6. 3dsMax Visual Exporter

6.1. Bug Fixes

  • Fixed bug where the exporter would complain about incorrect naming of nodes that were not included in the current export. Bug 24550

6.2. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

7. Maya Visual Exporter

7.1. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

8. Res Packer

8.1. Bug Fixes

  • Fixed an issue in bin_convert.py where it was not removing temporary .py files from the destination folder when processing a read-only source folder. Bug 24132, Ticket # 60

8.2. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

BigWorld Technology 1.9.1.2 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.1.1 Tools Release Notes


1. ModelEditor 1.9.1.1

1.1. Bug Fixes

  • Fixed compilation errors that occurred when compiling with umbra support disabled.

2. ParticleEditor 1.9.1.1

2.1. Bug Fixes

  • Fixed compilation errors that occurred when compiling with umbra support disabled.

BigWorld Technology 1.9.1 Tools Release Notes


1. Overview

  • BigWorld Technology 1.9.1 is the latest version of the BigWorld Technology engine. This version should allow customers to develop and release their games and is considered a feature complete, fully tested version for the BigWorld 1.9 series.

2. Executive Summary

  • A new mechanism for cooperating with other DirectX applications has been implemented. For more information, read the documentation found in the common tools configuration file, in bigworld/tools/misc/common_options.xml.

  • Multiple bug fixes and performance fixes where done to the navigation algorithm allowing for both better navgen performance and better navigation behavior. Bug 21773

  • A new "Average" terrain height brush has been added to WorldEditor that makes it easier to create and edit roads, paths, terraces, etc. This new terrain mode is next to the "Curve" mode found in the "Terrain Height" panel.20035

  • Umbra support has been added to the WorldEditor. This allows artists to investigate the performance benefits for a scene due to enabling Umbra in the client. Umbra can be turned on and off from the Option menu in the editor. The primary benefit of using Umbra should be a reduced number of polygons drawn to the screen.

  • General code update, bug fixes and feature improvement for Bots application.

  • Optimisations were done to improve WorldEditor's performance:

    19129, 17046, 14658, 20210, 17444

    • UserDataObject link loading was significantly optimised, reducing frame rate spikes in spaces with many linked UserDataObjects. Links now also appear more quickly on the screen.

    • Time spent processing terrain textures is now limited per frame, removing big slowdowns in framerate that happened in advanced terrain when flying around in the editor.

    • Special code was added that spreads the unloading of slow items over a number of frames, further smoothing the framerate and avoiding spikes when flying around in the editor.

    • Terrain height editing performance has been greatly improved for both simple and advanced terrain.

    • Umbra support in the editor allows for improved performance in some cases.

    • WorldEditor's performance also benefits from some of the optimisations done to the client engine.

  • The algorithm for auto generating Python safe names has changed. Previous behaviour would trim leading numerals. For example ‘01someTint’ would become ‘someTint’. The new behaviour is to prefix the name with a leading underscore and so the above would become ‘_01someTint’. Customers depending of previous behaviour will need to change their code. 23157

3. WorldEditor 1.9.1

3.1. New Features

  • Range checking visualisation has been added to all ranged number entries.

  • Umbra support has been added to the WorldEditor. This allows artists to investigate the performance benefits for a scene due to enabling Umbra in the client. Umbra can be turned on and off from the Option menu in the editor. The primary benefit of using Umbra should be a reduced number of polygons drawn to the screen. Depending on characteristics of your graphics card you may get an increase in framerate and/or responsiveness with Umbra enabled. There is additionally a small memory penalty that occurs during runtime if Umbra is compiled into the WorldEditor but in our tests, it is not significant.

    The difference in polygons drawn for a scene when Umbra is toggled on and off should be considered a relative guide only, the WorldEditor draws additional objects into the scene compared to the client, such as light models and particle system models. Turning off the Shells/Game Visibility option in the options tab in the editor will cause all shells and objects in shells to be drawn without trying any occlusion culling, as such this will slow down the editor and increase the number of polygons drawn to the screen.

  • The DirectX command queue is now flushed after each frame, effectively synchronising the CPU and GPU. This also makes the frames per second (FPS) counter on the status bar more accurate and stops the mouse from becoming jerky when the frame rate drops. The FPS counter could previously report a much higher frame rate than the actual frame rate. Bug 13904, Bug 19270

  • Objects and shells can now be placed and cloned below the ground in the Free locking mode. Previously to place a shell or object below the ground, you had to place them above and drag them below. The new objects will be placed relative to the camera position and the path from the click position to the world.

  • WorldEditor will now display an hour glass cursor when compiling fx files either in main thread or in other threads. Bug 20825

  • Several optimisations were done to WorldEditor to improve general and height editing performance. See the Executive Summary above for more details.19129, 17046, 14658, 20210, 17444

3.2. Bug Fixes

  • Fixed a bug where the New Space path browser dialog button would be disabled under certain circumstances.

  • Fixed a bug where manipulating Shells with UDOs on a chunk boundarie when using BWLockD server exhibited inconsistent behaviour.

  • Fixed several bugs to improve the behaviour of sliders in WorldEditor.

  • Fixed a bug where the open file dialog for choosing a sky gradient in the Environment panel would not open if the loaded space's sky file referenced an invalid texture.

  • Fix the bounding box display functionality for particle systems.

  • Fixed a bug where pressing SHIFT and ALT at the same time in terrain texture mode will crash on simple terrain.

  • Fixed a bug where CVSWrapper cannot find the correct resource folder if there are more than 2 resource folders.

  • Fixed a bug where WorldEditor cannot find help documentation after opening files through file open dialog.

  • Fixed a bug where sometimes WorldEditor will not update existing ZipSections in cdata files when saving.

  • Fixed a crash when opening an asset with a space in it's path from the context menu.

  • Fixed a bug where read-only Speedtrees were not being shaded red when using the BWLockD server.

  • Fixed a bug where flora would disappear when water was being rendered and water reflections were enabled.

  • In obstacle lock mode now it only collides against real objects. It no longer snappes to Editor-only objects such as UDOs, links and lights. It would also ignore terrains if the terrain was invisible.

  • Fixed a bug where some kinds of chunk .cdata file formats would crash WorldEditor.

  • Bwlockd will now work even when reverse DNS entry for a machine does not exist.

  • 'Process All' will no longer crash when trying to draw SpeedTree billboards.

3.3. Known Bugs & Limitations

  • WorldEditor may use too much memory on Windows Vista because of Vista's kernel DirectX cache system. If this happens, you can:

    • Adjust the far plane to reduce the memory usage (far plane 700m or less recommended).

    • Set the texture quality to medium or low.

    • Use Vista 64 bit version, which allows up to 4GB of memory for 32 bit processes with the LARGEADDRESSAWARE flag (BigWorld tools have this flag set).

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

4. ModelEditor 1.9.1

4.1. New Features

  • The BlendBone count for the current model is now displayed in the status bar. Also, a warning is displayed if the BlendBone count is greater than 85.

  • Range checking visualisation has been added to all ranged number entries.

  • Re-enabled ability to clone the animation panel allowing testing of node blending.

  • Material preview now uses diffuse map or a flat colour if it doesn't exist.

  • Fixed warnings appearing in Debug View log when starting Particle Editor, relating to "Failed to set Client.Settings"

  • A new collide flag option was added to the material properties table, "Camera Off Player On". This prevents the player from passing through the material while allowing the camera to pass through freely. This option also causes the material to cast terrain shadows.

  • Improved support for previewing/editing sky shaders in ModelEditor. For ModelEditor to correctly render models like sky boxes or sky domes that use these kind of shaders, the shader must have a special automatic bool variable named "isBWSkyBox" set to true. For more info, read the documentation and shaders found in the folder "bigworld\res\shaders\environment".

4.2. Changed Features

  • The terrain used in the Model Editor has been reverted to the old terrain format as this required additional resources without taking advantage of any of the new functionality. Bug 22952

4.3. Bug Fixes

  • Fixed a bug where ModelEditor cannot find help documentation after opening files through file open dialog.

  • When the load of a new model fails then the previously loaded model is kept open.

  • Fixed a bug with the action panel sliders where clearing the edit fields required the deletion of the numeric value more than once.

  • Fixed a bug where changes made to the action panel were not being reflected in the model.

  • Fixed several issues with cloned animation panels:

    • Fixed a crash bug when undoing changes on cloned animation panels.

    • Fixed a doubling of speed of animations played simultaneously in multiple cloned animation panels.

    • Fixed some problems with toolbar controls in cloned animation panels.

  • Fixed a bug where shadows were not always being rendered correctly when ctrl adding multiple models together.

4.4. Known Bugs & Limitations

  • We do not support models with a node hierarchy greater than 128 elements. This includes bones and joints. If you attempt to add a model that has a hierarchy with a greater depth than this, an error message will be logged and the model may display incorrectly. Bug 20962

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Model Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

5. ParticleEditor 1.9.1

5.1. Changed Features

  • The terrain used in the Particle Editor has been reverted to the old terrain format as this required additional resources without taking advantage of any of the new functionality. Bug 22952

5.2. Bug Fixes

  • Fixed a bug where setting the angular velocity of an orbitor to a very large value will crash the Particle Editor

  • Barrier and orbitor particle modifiers no longer show the Y-axis on their movement gizmo as they cannot be moved in that axis.

  • The system offset gizmo now appears again when selecting a particle system's System Properties panel. This gizmo can be used to set the particle system's local offset from the origin, and can be used to test motion triggered particles.

  • Fixed a bug where Particle Editor would log a critical message if a lens effect could not be loaded. Now an error is logged but Particle Editor keeps working as expected without the lens effect.

  • Increased the time to run the bounding box calculations on save to 30 seconds. This avoids particles disappearing on save and makes the bounding box more accurate.

  • The radius gizmo can no longer be changed when not holding the modifier key (Alt).

  • Fixed a bug where an undo operation would incorrently displayed the current setting values.

  • Fixed a bug where Particle Editor would crash when searching for a none existant particle using the filter bar.

  • Fixed the collide property tab so that it will work with FMod. Also collision sounds should now work in the client and all the tools.

5.3. Known Bugs & Limitations

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

  • Enabling Umbra in the watcher console can lead to mouse lag on some video cards. This is not due to Umbra technology but is instead caused by certain problems that occur because the Particle Editor does not use Umbra for drawing even if it is enabled. For this reason Umbra is now disabled on startup. Bug 22800

6. NavGen 1.9.1

6.1. New Features

  • Now you can use '/s' switch to generate navmesh for a space from the command line. Bug 21897

  • Now NavGen will store the navmesh in world coordinate. All existing spaces must be regenerated before used in the server. Bug 21255

  • Now NavGen supports non-axis aligned portals. Bug 19539

6.2. Bug Fixes

  • Now NavGen will disable View, Zoom, Chunk menu and most items in File menu during generating or clearing.

  • Now NavGen will work with bwlockd when generating navmesh for either a single chunk or all the chunks in the space.

6.3. Known Bugs & Limitations

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

7. 3dsMax Visual Exporter 1.9.1

7.1. New Features

  • A warning is displayed if a user attempts to export a skinned model with more than 65535 vertices.

  • The Debug binaries now have a "_d" added as a post fix to make it easier to differentiate them from the Release binaries.

  • Note that the 3ds Max 8 build of the exporters is deprecated and will not be supported in future releases of the BigWorld engine.

7.2. Changed Features

  • Adjusted the tolerance values for the creation of the boundary planes for the custom hull so some hulls do not create redundant planes. Bug 22819

7.3. Bug Fixes

  • Fixed a bug where the "Use reference hierarchy" option was failing for some complex node hierarchies.

  • Fixed the Exceeded Bone Limit warning message, which was incorrectly summing all bones in the scene rather than checking the bone count for each object individually.

  • Fixed the exporter such that bones can now be exported without specifying any geometry to be exporter as well. Bug 20070

  • Fixed the exporter such that it can now export models with incorrect blend transforms. Bug 22019

  • Fixed the exporter such that it does not crash when constructing some custom hulls. Bug 22819

7.4. Known Bugs & Limitations

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

8. Maya Visual Exporter 1.9.1

8.1. New Features

  • A warning is displayed if a user attempts to export a skinned model with more than 65535 vertices.

  • Note that the Maya 7 build of the exporters is deprecated and will not be supported in future releases of the BigWorld engine.

8.2. Bug Fixes

  • Fixed a bug where the debug build of the exporters were crashing on exit due to datasections not being purged correctly from the datasection cache.

  • Fixed a bug when exporting animations where BlendShapes were not getting there prefixes stripped when the "Strip reference prefix" option was selected.

  • Fixed a bug where if a BlendShape is attached to a referenced object, and the referenced object is then deleted, Maya would crash when attempting to export a visual from the scene.

  • Fixed the Exceeded Bone Limit warning message, which was incorrectly summing all bones in the scene rather than checking the bone count for each object individually. bug 16791

  • Fixed bug which caused model editor to incorrectly display skeletons for models because blended joints were named incorrectly. bug 21276

8.3. Known Bugs & Limitations

  • The Maya exporter currently ignores bones that are not attached to a skin cluster and therefore does not allow non-skinned bones to be exported or animated using the "Static with nodes" option. bug 21458

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

9. Res Packer 1.9.1

9.1. New Features

  • Res Packer can now be configured so that shader .fxo files will be copied as well as the source .fx (see config.hpp).

  • Added batching when running the "bin_convert" script. Res Packer now takes a file that contains a list of files to convert.

  • Res Packer now uses POSIX compatible return codes. It now returns the values defined by the macros EXIT_SUCCESS and EXIT_FAILURE in the C standard library. These values should be 0 and a positive integer on any POSIX platform.

  • The "bin_convert" script now returns POSIX compatible exit codes. It returns 0 for success and a positive integer on failure. This script uses the Res Packer tool internally, and will assume the errorlevel that Res Packer returns on exit. bug 21232

  • The Res Packer Linux binary executable is no longer distributed as it is not supported. bug 14503

9.2. Bug Fixes

  • Res Packer no longer logs the following erroneous warning message: "WARNING: is not a valid XML tag/listitem" as a result of internal conversion between data types. bug 18805

  • Font files (.font files) will not be converted to a packed section if res_packer is configured to not copy DDS font files (when the macro PACK_FONT_DDS is not defined), allowing the client engine to generate fonts on the fly from a packed resource tree. bug 19570

  • Texture format files (.texformat files) are now packed into the destination resource tree, as they are required in some cases even after the DDS image file has been generated. bug 23438

9.3. Known Bugs & Limitations

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.

  • Res packer will crash on Vista.

10. Bots

10.1. New Features

  • Bots now allows user to simulate client connection with conditions such as frequent drop off and relogin; packet loss; various packet latency, custom login MD5 message digest. Check server operation manual for detailed attribute, method descriptions.

  • Bots now allows a default standing entity script to be used in the case that Bots' script is not in sync with entity definitions. That is, when a new entity type is added but its corresponding Python game script is missing, the Bot can still operate with the standin entity class definition for the new entity type.

  • Now one can add a list of bots with custom defined names and passwords. Previously, the individual bots name is generated automatically within a strict pattern.

  • If a machine running Bots application has limited memory resource and you are running a simple simulation with no entity to entity interaction on the client side, you can now disable game script such that every entity in the player avatar's AOI is not created with a full blow entity objects. This will reduce memory usage by a factor of ten.

10.2. Bug Fixes

  • Memory leak when ClientApp::addMove method is invoked.

  • BigWorld.addBots can not be invoked during Bot's game tick.

BigWorld Technology 1.9.0.4 Tools Release Notes


1. WorldEditor 1.9.0.4

1.1. Bug Fixes

  • Fixed a bug that bwlockd cannot work with computers that have mixed-case characters in their names.

2. 3dsMax Visual Exporter 1.9.0.4

2.1. Bug Fixes

  • Fixed the exporter such that it can now export models with incorrect blend transforms.

BigWorld Technology 1.9.0.3 Tools Release Notes


No changes were done for this version.

BigWorld Technology 1.9.0.2 Tools Release Notes


1. WorldEditor 1.9.0.2

1.1. Bug Fixes

  • Fixed a bug causing obscured text to be displayed in the tools upon installation on machines with locale different than English or Chinese. The tools will now default automatically to English US on machines with locale different than English or Chinese.

  • Fixed a bug that made it difficult to paint terrain under models in some cases.

2. ModelEditor 1.9.0.2

2.1. Bug Fixes

  • Fixed a bug causing obscured text to be displayed in the tools upon installation on machines with locale different than English or Chinese. The tools will now default automatically to English US on machines with locale different than English or Chinese.

3. ParticleEditor 1.9.0.2

3.1. Bug Fixes

  • Fixed a bug causing obscured text to be displayed in the tools upon installation on machines with locale different than English or Chinese. The tools will now default automatically to English US on machines with locale different than English or Chinese.

BigWorld Technology 1.9.0.1 Tools Release Notes


1. WorldEditor 1.9.0.1

1.1. Bug Fixes

  • Fixed a bug that resulted in seams being created at the chunk border when painting terrain textures. Terrain texture painting is also less noisy when using low strenght brushes.

BigWorld Technology 1.9.0 Tools Release Notes


1. Important Notes

  • Please refer to How To Convert to BigWorld 1.9 for more detailed information on migrating from BigWorld 1.8 to 1.9.

  • The BigWorld Technology suite now does some simple XML validation.

    Previously, badly formed XML was allowed, but this resulted in third-party applications being unable to parse XML resources.

    The main source of these problems is spaces in tag names and tag names beginning with numbers, which mostly occurs in three places:

    • Some BigWorld assets create tags based upon a UID which may begin with a number. This happens mainly in the .graph files, which are now deprecated in favor of the new user data object based PatrolNode system.

    • Particle systems, which could have spaces in the sub-particle system names.

    • Node names in model files, which quite often have spaces in certain tags.

    In version 1.9, the use of such tags result in a warning being issued. Future versions of BigWorld Technology will make this an error.

    To fix these warnings, you can either manually edit the XML, or you can run AssetProcessor, which finds the locations of these errors (and in the cases of particle systems, models and other files, fix them for you).

    Badly formed tags should be fixed as follows:

    • Spaces in tags should be replaced with '..' .

      For example, <my tag> should be replaced with <my..tag> .

      Internally what the tag refers to still retains the spaces, so for example, in Python or C++, a sub-particle system's name is referred to in exactly the same way as before.

    • UID tags should be prefixed with 'id.' .

      For example, <0897F6FD.4B03ADAD.0F9401B6.C483C775> should be replaced with <id.0897F6FD.4B03ADAD.0F9401B6.C483C775> .

  • The client will only run on processors with the SSE instruction set -- this means that it needs at least an Intel Pentium 3 or an AMD Athlon XP.

    If you wish to run the client on a computer that does not have SSE, then you need to disable the SSE_MATH preprocessor directive in src/lib/math/xp_math.hpp , disable the /arch:SSE option in the project code generation options, and recompile the client.

  • Crashes can occur when running the tools and the client at the same time, specifically in configurations with low video memory. Video cards with a lot of video memory or reducing the graphics settings (i.e. Texture Quality) can help to prevent this issue.

2. WorldEditor 1.9.0

2.1. New/Changed Features

  • The terrain painting system has been rewritten. The new terrain system supports an unlimited number of texture layers, an editable projection for each layer and user-defined texture layer resolutions. In addition the terrain painting now supports height, slope, import and noise masks. Simple terrain, as found in BigWorld's 1.8 release, is still supported. For more information about terrain painting see the Content Tools Reference Guide 's section WorldEditor -> Panel Summary -> Terrain Texturing Panel .

  • Added the Navigation panel, which allows users to configure player walkthrough mode and quickly move the camera to specific XYZ positions, chunk IDs, or pre-saved locations.

    Previously, the player walkthrough mode settings were located in the General Options panel. Note that the Player Preview Mode toolbar button still can be used to toggle it.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Panel Summary -> Navigation Panel .

  • Added the keyboard shortcuts 1 to 7 , which activate the tool mode associated with that toolbar button's position.

    The list of shortcut/activated mode is: 1 = Object mode, 2 = Terrain texture mode, 3 = Terrain height mode, 4 = Terrain filtering mode, 5 = Terrain mesh cut/repair mode, 6 = Terrain import/export mode, and 7 = Project mode.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Keyboard Shortcuts .

  • The mouse wheel now has the following behaviours:

    • Zooms the camera.

    • If Space is pressed -- Changes the camera speed.

    • If Shift is pressed -- Rotates currently selected item/s.

    • If Ctrl is pressed -- Rotates the shells according to snapped portal.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Mouse Controls .

  • The mouse wheel behaviour can be restored to its previous state via the options.xml 's useLegacyMouse tag.

    Documented in File Grammar Guide 's section options.xml -> WorldEditor .

  • An undo/redo limit of 50 steps has been set -- this number can be modified by changing options.xml 's undoredo / limit tag.

    Documented in File Grammar Guide 's section options.xml -> WorldEditor .

  • WorldEditor now uses the height of the last placed object when in Free locking mode -- which is set by Object panel's Locking Mode group box's Free check box.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Panel Summary -- Object Panel .

  • Selected objects are now bounded by eight white corners (as in 3DS Max).

    When the mouse is moved over an object, the object is bounded by a green box. If the object is both selected and under the cursor, then both feedback mechanisms are displayed.

  • Added the Absolute Heights check box to the Terrain Import/Export panel, which allows two or more areas to be imported/exported using a common height coordinate system.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Panel Summary -- Terrain Import/Export Panel .

  • In the General Options panel's Show list box, added the following check boxes:

    • Environment->Sky -- Toggles the rendering of the static sky dome.

    • Terrain->Terrain Level Of Details -- Toggles the rendering of terrain with constant LOD or dynamic LOD.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Panel Summary -> General Options Panel .

  • The File->Save (and equivalent Save toolbar button) and the File->Process Data (and equivalent Process Data toolbar button) menu items have been changed as described below:

    • Their saving/processing operation can now be stopped by pressing Esc .

    • They now display in the status bar the number of dirty chunks during their saving/processing operation.

    Documented in Content Tools Reference Guide 's section WorldEditor -> Menu Items .

  • The Properties and General Options panels now reposition the properties table's centre divide line when the panel is resized.

  • The terrain import panel's layout was redesigned so that controls do not overflow the page.

  • When importing a terrain, the progress bar is updated more frequently.

  • A progress bar was added for shader compilation.

  • Removed commas from being displayed in numeric input controls.

  • Now you can select objects behind a portal when portal selection is disabled.

  • WorldEditor will not crash when loading a space if the space.settings file has been corrupted. In particular the file could be corrupted due to a version control conflict.

  • A new cast shadows property was added to models and trees that the artist can use to prevent some models and/or trees from casting shadows over the terrain.

  • The File->Set All Chunks Dirty menu item has been removed, though this functionality is still available through the Python method BigBang.touchAllChunks() .

  • The source code for the WorldEditor has been moved from mf/src/tools/bigbang/ to mf/src/tools/worldeditor/ . In addition, as part of a code cleanup, the source files have been moved into subdirectories. The new locations of files are documented in the file mf/src/tools/worldeditor/filename_changes.txt .

  • The state of the Hide All Outside Objects toolbar button is now reflected in the General Options panel.

  • In the General Options panel the checkboxes to turn the display of Water and Shells on and off has been moved to be under the Scenery node.

  • The RealTime Profiling Console is now accessed using Ctrl+F5, and the Debug (Watcher) console is now accessed using Ctrl+F7.

  • Added editor support for the new user data object system. A new folder named User Data Objects was added to the Asset Browser that contains all the user data objects available in the game.

  • The old Patrol Node system has been deprecated. It will still work, but it is no longer supported and warnings will be displayed. It is strongly recommended that old patrol nodes are replaced using the new user data object based patrol path system, using the PatrolNode user data object.

  • If you modify or add a BWLockD stubs (e.g. bigworld/tools/worldeditor/resources/scripts/svn_stub.py ) must be compiled into a Windows executable in order to work with WorldEditor. For our stubs we used py2exe . For more details go to py2exe's website at http://www.py2exe.org

2.2. Bug Fixes

  • Read-only chunk files now longer can be modified.

  • The faint banding that occurred if the mouse was held at one spot when painting the terrain with a low terrain strength (around 20) does not happen anymore.

  • WorldEditor now runs even when the options.xml file is missing, albeit with reduced functionality ( e.g. , it will default to the English language).

  • The rain_splashes particle system effect is now visible around the camera position when under rain.

  • A crash that rarely occurred when doing a saving/processing operation on a space with deleted shells has been fixed.

  • Prefabs with multiple items now move with uniform speeds.

  • The destruction order of ModuleManager and DataExchange is no longer random, which could cause a crash on exit.

  • The Asset Browser now uses case-sensitive wildcard matching to ensure that shells are only placed from the shells folder (previously, a model in a Shells directory -- capital S -- was treated as a shell, white the tools and BigWorld in general requires the shells folder to be all in lowercase.

  • If stand-in models cannot be loaded, WorldEditor will no longer crash.

  • Fixed a bug where a BSP defined in an external file would not contribute to a model's bounding box. In extreme cases this would cause the model to be unselectable in WorldEditor using the click-select mechanism.

  • Water is hidden when using Hide All Outside Objects , unless the water body is at least partially contained inside a shell.

  • The zlib library has been updated from version 1.2.1 to version 1.2.3. This version includes some security fixes. See mf/src/lib/zip/ChangeLog for more details.

  • The Camera Height field of the Navigation panel no longer truncates heights to integer values.

  • Fixed a memory leak when creating a new space.

  • Fixed a bug where chunk shadows were not being updated correctly when using the BWLockD server.

  • Fixed a bug where svn updates were not working correctly when using BWLockD server.

2.3. Known Issues

  • The BWLockD server requires operating reverse DNS entries (ie. converting IP addresses into names) for the clients connecting to it. If reverse DNS lookups for your client computer's IP addresses return "No such domain", the BWLockD server will exit.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • WorldEditor displays a warning when a chunk has been saved with multiple ambient lights.

    If you do not wish to receive this warning, then delete all additional ambient light from the chunk, save it, and reload the space.

  • The ENABLE_CULLING_HUD option defined in mf/src/lib/cstdmf/config.hpp (which is only used by BigWorld's development team) has been disabled.

    If it is re-enabled, then crashes might occur.

  • The /3gb Windows boot option can sometimes cause instability with DirectX applications such as WorldEditor.

  • When cloning Shells that contain deprecated Patrol Nodes that are linked, the links are discarded in the cloned copies. It is recommended to convert these old Patrol Nodes to the new user data object based patrol path system using Asset Processor, since the new system operates as expected when cloned.

  • When multiple objects are selected, collapsing the last property section in the properties tab can cause the property table to draw incorrectly.

  • When undoing a change made in Edit Projection Mode the gizmo changes to reflect the last change made, however the active texture section in the Tool:Texture tab does not.

  • Locking the computer while WorldEditor is running can cause WorldEditor to crash.

  • Moving/rotating/scaling a large body of water is not possible if its centre is not in any loaded chunk.

  • Cloning objects while in Obstacle Lock mode ignores Object Grid Snaps

  • When using the BWLockD server, user data objects inside shells do not always behave as expected. Problems can occur if the shell lies partially across the locked region. To avoid this problem, shells that are to be worked on should be fully encompassed by the locked region, i.e. there should be a one chunk buffer zone around shells that lie across a chunk boundary.

  • When using high resolution shadow maps, the progress bar animation displayed when doing Process Data may appear to be frozen for a long time and may cause application stop responding in Windows Vista, but the application is actually processing the space.

  • Setting a res paths in mf/bigworld/tools/worldeditor/paths.xml that is on a different disk drive to that of the mf folder breaks the "New Space" folder browse dialog. Setting the root folder of the disk drive as a res path breaks the "Open Space" folder browse dialog. Therefore, only proper folders on the same disk drive as the mf folder can be used as res paths.

  • When WorldEditor tries to open a space that is currently open in Navgen, the render window can be corrupted.

  • Water inside shells can disappear when its visibility flag is set to Inside shells only . This can happen if the water or the shell is moved so the water is no longer inside the shell, or when doing multiple very quick undo/redo operations of water or shell movement.

  • A speedtree without any billboard information will cause a crash.

3. ModelEditor 1.9.0

3.1. New/Changed Features

  • Added the following fields to the Display Settings panel: Enable Fog , Show Custom Hull , Show Editor Proxy , Show Hard Points , Show Vertex Normals , Show Vertex Binormals , and Length Of Vertex Normals, Binormals .

    Documented in Content Tools Reference Guide 's section ModelEditor -> Panel Summary -> Display Settings Panel .

  • In the Actions panel, added the following fields:

    • Most Recent Actions list -- Lists the three most recent used actions (located under the Action list).

    • Graph Actions button -- Graphs on the viewport all actions being played on the model, with their respective blend weights (located under the Most Recent Actions list).

    • Own Track check box -- Sets whether the actions's animation should be played on its own track (located next to the Track No. field).

    Documented in Content Tools Reference Guide 's section ModelEditor -> Panel Summary -> Actions Panel .

  • ModelEditor now automatically bumps unbumped models ( i.e. , models which vertex information does not contain tangents and binormals). This allows any model to have a normal map applied to it.

    If a model is bumped but is not given a shader which requires a normal map, then the original primitives file will be kept when saving.

  • The Actions panel now simulates node blending between actions defined by the trigger conditions set for the model's action.

    Now, by selecting different actions, the model blends multiple actions (if their track numbers are different), or blends from one action to another (if their track number is the same).

    The following assumptions are made for blend previewing:

    • If the action has no Trigger conditions, then it is played once -- unless it is a filler.

    • If the action has Cancel conditions set, then it is played once, regardless of whether it is a filler.

    • If the action is triggered, then it is played only once (if its One Shot check box is selected), or looped (otherwise).

    Documented in Content Creation Manual 's lesson Modify Animations With Actions -> Debugging Animations -> Debugging Actions From Within ModelEditor .

  • The mouse wheel now has the following behaviours:

    • Zooms the camera.

    • If Space is pressed -- Changes the camera speed.

    Documented in Content Tools Reference Guide 's section ModelEditor-> Mouse Controls .

  • The mouse wheel behaviour can be restored to its previous state via the options.xml 's useLegacyMouse tag.

  • In the Lighting Setup panel, selecting the Game Lighting option button causes all fields associated with the Custom Lighting check box to be disabled, and vice-versa.

    Documented in Content Tools Reference Guide 's section ModelEditor -> Panel Summary -> Lighting Setup Panel .

  • ModelEditor no longer displays a message box for every error message -- instead, they are displayed in the viewport and in the BigWorld Messages Panel.

    Documented in Content Tools Reference Guide 's section ModelEditor -> Panel Summary -> BigWorld Messages Panel .

  • The Animations panel's Node Blending group box's Node Hierarchy tree now is scaled alongside the panel.

  • The Object Properties , Lighting Setup , and Material Settings panels now reposition the properties table's centre divide line when the panel is resized.

  • The Current Frame slider in the Animations panel now starts from frame 0 instead of frame 1.

  • A progress bar was added for shader compilation.

  • Removed commas from being displayed in numeric input controls.

  • ModelEditor now recognises read-only files. Modifications made to read-only files will not be saved to disk.

  • The '-o' (open file) command line arguement now requires a space before the filename.

  • The Collision Flags in the Material Settings panel have been renamed to better convey their meaning.

    • Standard has been renamed to Camera On Player On .

    • No Collide has been renamed to Camera On Player Off .

    • Nonexistent has been renamed to Camera Off Player Off .

    Documented in Content Tools Reference Guide 's section ModelEditor-> Panel Summary-> Materials Settings Panel-> Material Properties table .

  • The Allow Model Batching in Game option in the Object panel is now disabled if the model has any tinted materials or material effects which have channels.

  • The RealTime Profiling Console is now accessed using Ctrl+F5, and the Debug (Watcher) console is now accessed using Ctrl+F7.

3.2. Bug Fixes

  • ModelEditor now runs even when the options.xml file is missing, albeit with reduced functionality ( e.g. , it will default to the English language).

  • ModelEditor now generates valid XML tag names.

  • The Object Properties , Lighting Setup and Materials Settings panels now reposition the properties table's centre divide line when the panel is resized.

  • Changes to the Level of Detail panel's Min Dist and Max Dist fields are no longer ignored when the focus is moved to another field.

  • The Animations panel's Current Frame slider now includes the last frame of the selected animation.

  • The destruction order of ModuleManager and DataExchange is no longer random, which could cause a crash on exit.

  • Fixed a crash with changing animations while using mutliple Animations panels.

  • Fixed a bug where setting the Falling option for the Trigger conditions in the Actions panel would have the effect of setting the Falling option for the Cancel conditions.

  • Command line arguements passed to ModelEditor on startup are now parsed correctly.

  • Fixed a bug where a paused animation would begin playing again if a modification was made to the currently loaded model.

  • The Blend Out slider in the Actions panel now returns to the correct position after an undo/redo operation.

  • Fixed a bug where the Trigger Speed and Cancel Speed sliders in the Actions panel only had a maximum range of 50, whereas the maximum speed edit had a range of 100. The slider's maximum range is now also 100.

  • Fixed a crash when using the Save menu option or toolbar button after editing a lights setup when no model is loaded.

3.3. Known Issues

  • Undoing a save on a model that has been bumped and given a shader that requires a normal map will not restore the original primitives file -- the model will remain bumped.

  • If the tools are installed from a version control system instead of the ZIP file, then the required Visual C++ DLL will not be present in the tools' executable folders, and they will fail to open.

  • Menu items specified in the gui.xml file with shortcut keys without modifiers ( i.e. , Shift , Ctrl , Alt , etc...) are executed instead of menu items which shortcut keys require a key modifier.

    For example, if button A with keyboard shortcut 1 is defined before button B with keyboard shortcut Shift + 1 , then pressing Shift + 1 will actually execute button A .

  • If loading a model fails, the model which is currently loaded may sometimes disappear. Changes made to the model via the panels will still be possible. The model will appear again if a change made to the model reloads the model.

  • Undo/Redo operations with the Use as Occluder in Game and the Allow Model Batching in Game options in the Object panel do not work correctly under certain conditions.

  • ModelEditor can crash when selecting an action from the Actions panel after having closed a cloned Animations panel which was playing an animation.

  • Saving after performing an undo/redo operation which reverted a modification done to the loaded model's LOD model, will not save the changes to the LOD model.

  • ModelEditor can crash when selecting the IsMovement option in the Actions panel for a new action created using a modified animation.

  • ModelEditor still zooms to extent for models loaded by dragging and dropping for the Asset Browser even if this is disabled in the preferences dialog.

4. ParticleEditor 1.9.0

4.1. New/Changed Features

  • In the Renderer Properties sub-panel, added the World Dependent and Local Dependent option buttons, which determine whether the particle sub-system should be drawn in the world or local coordinate system, respectively.

    Documented in Content Tools Reference Guide 's section ParticleEditor -> Panel Summary -> System Panel -> General Sub-Panel -> Renderer Properties Sub-Panel .

  • In the General sub-panel, added a check-box to each item in the Particle list, which enables/disables the respective particle system, sub-system, or component.

    Documented in Content Tools Reference Guide 's section ParticleEditor -> Panel Summary -> System Panel -> General Sub-Panel .

  • In the Renderer Properties sub-panel, the Sprite option button's Texture File drop-down list now accepts animated texture files ( .texanim ), which can also be dragged from the Asset Browser panel.

    Documented in Content Tools Reference Guide 's sections ParticleEditor -> Panel Summary -> Asset Browser Panel -> Drag-and-drop and ParticleEditor -> Panel Summary -> System Panel -> General Sub-Panel -> Renderer Properties Sub-Panel .

  • Added the View->Show Asset Browser menu item.

    Documented in Content Tools Reference Guide 's section ParticleEditor -> Menu Items .

  • The mouse wheel now has the following behaviours:

    • Zooms the camera.

    • If Space is pressed -- Changes the camera speed.

    Documented in Content Tools Reference Guide 's section ParticleEditor -> Mouse Controls .

  • The mouse wheel behaviour can be restored to its previous state via the options.xml 's useLegacyMouse tag.

    Documented in File Grammar Guide 's section options.xml -> ParticleEditor .

  • A progress bar was added for shader compilation.

  • Removed commas from being displayed in numeric input controls.

  • ParticleEditor now recognises read-only files. Modifications made to read-only files will not be saved to disk.

  • The F2 function button no longer plays the currently selected particle system, but instead allows renaming the currently selected item in the particle list.

  • Changing particle directories will now clear the selection filter.

  • The '-o' (open file) command line arguement now requires a space before the filename.

  • Changing directory in the Renderer Properties panel will now automatically select the first resource in the new directory.

  • The Wind Factor field in the System Properties panel is now restricted to values between 0 and 1.

  • The F3, F4, F5 function buttons now perform the functionality of the Play , Stop and Pause toolbar buttons respectively.

  • The RealTime Profiling Console is now accessed using Ctrl+F5, and the Debug (Watcher) console is now accessed using Ctrl+F7.

  • Non-flare xml files are no longer listed in the Flare Properties panel's drop down list.

4.2. Bug Fixes

  • Clearing the Collide sub-panel's Enable Sound check box no longer shades the labels of the Sound Tag and Sound Src Idx fields.

  • ParticleEditor now runs even when the options.xml file is missing, albeit with reduced functionality ( e.g. , it will default to the English language).

  • ParticleEditor now generates valid XML tag names in particle system files.

  • The destruction order of ModuleManager and DataExchange is no longer random, which could cause a crash on exit.

  • Duplicate particle systems are no longer added to different resource folders in the particle system selection tree -- only the one in the resource folder first specified in paths.xml will be added.

  • Undo/redo operations no longer save the state of the particle system.

  • A sub-particle system's name is now reverted to the original when selecting not to save changes at the prompt.

  • Command line arguements passed to ParticleEditor on startup are now parsed correctly.

  • Fixed a tooltip in the Orbitor panel where the orbitor Z position was referred to as the orbitor Y position.

  • Fixed a bug where the particle system's visibility box was not accurate as changes were made to the particle system.

  • Fixed a bug where the line position/velocity gizmo would lose its end position when the start position was moved.

  • Fixed a bug where it was not possible to change the value of the watcher for the weather wind velocity.

4.3. Known Issues

  • Menu items specified in the gui.xml file with shortcut keys without modifiers are executed instead of menu items whose shortcut keys require a key modifier. So if button A with shortcut '1' is defined before button B with shortcut 'Shift+1', pressing 'Shift+1' will execute button A.

  • ParticleEditor will crash when setting an extremely large value in the Angular Velocity edit of the Orbit panel and having Collide or Splat actions in the particle system.

  • The sphere gizmo is rendered with missing vertical lines on some ATI cards.

5. 3dsMax Visual Exporter 1.9.0

5.1. New/Changed Features

  • Portals no longer need to be placed on the 0.1 metre grid or aligned to the world axes.

  • The visual_rules.xml file has been moved from \mf\bigworld\tools\res to \mf\bigworld\tools\exporter\resources , which is more consistent with the other tools.

  • The Hybrid build configurations have been removed, while the Debug build configurations have been changed to use the Multi-threaded DLL runtime library. This makes the Debug build configuration usable with 3ds Max and the build configurations consistent across all exporters.

  • Added 3ds Max 2008 and 2009 build configurations.

5.2. Bug Fixes

  • Fixed a bug where the previous exporter dialog settings were not being saved correctly.

5.3. Known Issues

  • The 3ds Max script mungenormals does not work with 3dsMax 9.0.

  • Starting 3ds Max while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting 3ds Max first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), 3ds Max may crash.

  • 3ds Max does not support exporting of skinned models with more than 65535 vertices.

6. Maya Visual Exporter 1.9.0

6.1. New/Changed Features

  • Portals no longer need to be placed on the 0.1 metre grid or aligned to the world axes.

  • The visual_rules.xml file has been moved from \mf\bigworld\tools\res to \mf\bigworld\tools\exporter\resources , which is more consistent with the other tools.

  • The Debug build configurations have been changed to use the Multi-threaded DLL runtime library. This makes the build configurations consistent across all exporters.

6.2. Bug Fixes

  • Fixed a bug where the previous exporter dialog settings were not being saved correctly.

  • Fixed a bug where models with more than 10000 vertices were failing to export correctly. The current limit is 65535 vertices.

6.3. Known Issues

  • Starting Maya while the BigWorld client is running might fail in some conditions, such as having limited video memory or running a space that requires a lot of video memory. Workarounds include starting Maya first and then starting the client, or to lower the graphics settings in the client to reduce the video memory footprint.

  • Models with many polygons (greater than 1M) can cause the exporters to crash.

  • You must not try to export to an invalid resource folder that differs from a valid resource folder by disk drive letter alone. For example, if your main mf directory is located at C:\mf and you try to export a model to an invalid resource folder D:\mf\bigworld\res (invalid because the folder is not listed in paths.xml ), Maya may crash.

  • Maya does not support exporting of skinned or unskinned models with more than 65535 vertices.

  • Maya references are not completely supported by the exporters. There may be situations where Maya references fail to export as expected.

7. NavGen 1.9.0

7.1. New/Changed Features

  • Removed the Reannotate menu option.

7.2. Known Issues

  • NavGen cannot generate nav mesh correctly for horizontal portals.

  • Menu Chunk->Generate Shrunk has same effect as Chunk->Generate .

  • Clicking on the render window shortly after changing space can result in NavGen crashing.

  • Selection of navigation mesh polygons when there are multiple heights is difficult.

  • The status bar may flicker on some Windows Vista machines during a generate all operation making it difficult to read.

  • The main view does not show the 2D navigation mesh polygons.

8. Res Packer 1.9.0

8.1. Known Issues

  • Res packer does not display a meaningful error message when failing to convert textures that do not have a width and height that is a multiple of 4 to the DXT format.