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Version 1.9.90 changelog

Article ID: 000098
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  • New on this version is Max 2013 support
    • Starting from this version, Max 2013 is fully supported
    • Currently only 64 bits version is supported, 32 bits to follow
    • oFusion is now UNICODE to support future Max versions more easily


  • Fixed "Use Techniques as LODs" issue on oFusion Material
    • Material LODs are correctly displayed in the preview viewport and correctly exported to scene and material files


  • Several minor fixes and improvements has been done to increase stability and correctness


Version 1.9.87 :

  • Improved Max 2012 64 bits support
    • Several fixes has been implemented to increase compatibility with 2012 64 bits
    • Stability has been greatly improved due the fixes that affected on some corner cases
    • Materials are correctly displayed now in the Max vierwports when using a "max Viewport/Render" material from a oFusion Material, and their "Show Shaded Material in Viewport" is enabled
    • Textures should be correctly displayed now as soon as they are updated in TextureUnits


  • Starting from this versions, oFusion Material will start to move the current oFusion material -> Max Viewport/Render concept to a only oFusion Material as default for both the oFusion viewport render and the Max viewports
    • oFusion Materials now support displaying its material surfaces properties and texture maps on the Max viewports (Nitrous), as well as the oFusion viewport as usual.
    • To enable this support, activate the "Show Shaded Material in Viewport" button from the oFusion Material pane to enable its display in regualr viewports
    • This change provides with the long asked support of hanving a single material that will display itself correctly in any viewport
    • The oFusion Material will continue to support having the "Max Viewport/Render" material slot, and it can still be used to display it on the Max viewports and on renderings
    • In this initial version of this feature, only the first "active" TextureUnit of the "active" pass, of the first "active" technique will be used to display in the Max viewports. On oFusion version 2 all the  advanced material properties will be enabled


  • Added "TextureUnit's texture Path Updater Tool"
    • The texture unit provide the user with the tools to update and change the desired texture paths ofoFusion TextureUnit's bitmaps in a automated batch mode, either from the materials of the selected objects or form all materials in the scene


  • Added Light ad Camera auto sync feature
    • Now adding, changing and removing Lights and Cameras will be handled automatically in the oFusion Viewport, there is no need for the user to "Update Sel" each time a light or camera is added or removed from the scene
    • If a light or a camera is added to the scene it will be displayed correctly and instantly in the oFusion Viewport, undo and redo are supported correctly as well


  • Upgrading Materials to oFusion Materials has been improved
    • In Max 2012 the results should be displayed as soon as the material is evaulated to the upgraded oFusion Material
    • Diffuse and Ambient are better handled on upgraded materials to correctly reflect them on oFusion Materials


  • CG updated to 3.0.0016
    • The nVidia CG support has been updated to use the latest version



Version 1.9.86 :

  • Added support for Max 2012

Both 32 and 64 bit max 2012 versions are fully supported now

*Starting from this release, only Max 2009 2010 2011 and 2012 versions will be supported as a Tier1 platform

(If you need to use a previous Max versions you can use the 1.9.35 or 1.9.73 releases. If any of the fixes, new features or improvements made in the current versions are needed in those versions, a customized build will be provided, please contact support)


  • Added "Mipmap bias" support to oFusion TextureUnit texmap


  • Added support for regional and localized float values in the shader parameter editors

Now float values are correctly handled in the shader parameter editor using any decimal separator as defined by the Operating System


  • Fixed static text labels on some instances of the oFusion Materials (technique, pass, texture unit)

Starting from Max 2010, due to its updated material UI renderer, some text labels in the material UI panels were not displayed correctly, this has been fixed and the text option names are being displayed correctly


  • The internal "Time handler" system has been improved to correctly handle time based animated shaders

Time based shader AutoContant parameters (TIME, TIME_0_X, TIME_0_1, FRAME_TIME, FPS, and all of their SIN, COS and TAN based derivations) are correctly updated now, based on the current scene time. As a result any time based animated shader will be animated correctly when playing the scene, and will correctly update its state accordingly as the time bar is moved


  • Improved scene loading and saving support for AutoConstant shader parameters binary chunks

Improvements has been made to the internal loading and saving implementation for AutoContant shader parameters to automatically handle AutoContants additions or modifications in upcoming releases


This is a cummulative update, it includes all previous hotfixes and updates


  • Improved support for external skeletal animations
  • External skeletal animations (.anim files) produced from animated objects using the skin modifier and the biped structure will work correctly when applied to the entity, even if on each of the animations the root bone had a different position on the first frame



  • Improved support for rotation on free and target cameras (animated and static cameras)
  • Improved generation of rotation keyframes on cameras
  • Fixed several issues with rotations on follow path animated cameras



  • Added support for Custom Shadow setups in materials


  • Added "shadow caster material" to the oFusion Technique material


  • Added "shadow receiver material" to the oFusion Technique material


  • Added "content type" to oFusion Texture Unit texmap, to provide support for "shadow" type


  • Fixed issues when using morpher modifier based animations on Max 2010
  • Fixed scenes issues when loading large scenes that contain Text based shapes or splines
  • Fixed vertex animations not being correctly exported when only a sub part of the mesh (a part with a different material id) was animated
  • Improved keyframe generation at the start and end positions in vertex animations


  • Fixed submaterial name always created with "ogre_" when updating Multi/Sub-object materials using the Batch Update method



  • Fixed issue with animation names longer than 10 characters not being displayed correctly in the animation list or exported in the scene file


  • Added support for "polygon mode" option to pass material (points, wireframe and solid modes are supported)


  • Added support for "polygon mode overrideable" option in pass material



  • Added support for shaderFX 3.5 (need to apply the patch available in your account page to shaderFX installation)


  • Added automatic scene updater for scenes saved with previous versions where the "error loading paramblock 2" message was displayed when loading them

In the oFusion menu the option "Update Prev Scenes" is available, using this tool you can select what scenes you need to be updated and press the "update scenes" button

After the scenes are processed they can be loaded normally in the current version


  • Added support to automatically create and add shaders to the User Shader Library when you upgrade DirectX materials to oFusion Materials

All of the automatically upgraded shaders will be available to be used manually from the oFusion Pass Material as needed

Scenes saved after the DirectX material was upgraded to oFusion Material will be correctly loaded and displayed


  • Added report capabilities to shaders, if a shader can't be compiled and loaded, a dialog will display the reasons and line number of the offending part


  • Added support for producing .osm scenes without the scene manager information (without the scene info, just characters, objects, lights, cameras, helpers, or any other scene object)


  • A new option named "Scene Props" has been added to the export dialog

When this option is enabled all the scene information (as scene manager, sky, shadows,fog properties) will be produced in the osm scene file, if this option is disabled then this information will not be produced in the scene file (as when exporting character or entities scenes only)



  • Improved handling of cameras in the preview viewport

When a scene is updated in the preview viewport the current viewport camera is correctly handled even if the camera is hidden in the scene


  • Added maxscript support for getting and setting the current viewport camera

The "setCamera" and "getCameraName" methods has been added to the maxscript interface and can be used in your scripts to handle the current preview viewport camera

To get the name of the current viewport camera use:


To set the current camera use:

oFusionViewport.setCamera nameOfCamera

There is no need for the camera to exist in the preview viewport, it will be added automatically if needed


  • Added Manual LODs support for skeletally animated characters

Skeletally animated characters can have manually defined LODs, they will be correctly displayed in the preview viewport (and the users application) at the defined distances


  • Added Global Build Binormal support

An option in the Export Dialog has been added to provide support to creating Binormals buffer for ALL objects (mesh based) in the scene, the "Build Binormals" option can be enabled when creating binormals in all objects in the scene is needed

This option depends on the "Build Tangents" option and will enable it if needed


  • Added automatic support for creating Tangent and Binormal buffers for objects that use shaderFX or DirectX materials

When using shaderFX or DirectX materials there is no need to manually enable the "Create Tangents" and "Create Binormals" options in the Object panel, if the shader needs them they will be created automatically in the TANGENT and BINORMAL object buffers

Note: If you are using a older SM1 based shader and need the tangents in the TEXCOORDn buffer, you need to manually enable this option in the Object panel



  • Added support for Shared Parameter sets in Gpu programs 

Shared Parameters defined in .material and .program files are correctly loaded and used in materials


See in Ogre manual for more details

      • 3.1.9 Using Vertex/Geometry/Fragment Programs in a Pass page, "shared_params_ref" section
      • 3.1.4 Declaring Vertex/Geometry/Fragment Programs page, "Declaring Shared Parameters" section


  • Added support for exporting Shared Parameter sets   
Any Gpu program that uses shared parameters sets in their default parameters, will correctly produce the parameter set definition and its references in exported .material files



  • Added "Export Shared Parameter Def" option to the export dialog 

If enabled Shared Parameter Set definition is produced in the material file (if not enabled, only its references "shared_params_ref nameOfSet" will be produced)  


When option is enabled and shader uses shared parameters: 

shared_params furSharedParams
         shared_param_named param0 float4 0 0 0 0
         shared_param_named param1 float 0

fragment_program Fur_ps cg
         source fur.source
         uses_adjacency_information false
         entry_point PS_Textured
         profiles ps_2_0 arbfp1 fp20

                shared_params_ref furSharedParams 
                param_named ambient float4 0.5 0.5 0.5 1
                param_named colorScale float4 0.26 0.5 0.7 1

The shared param definition and its references are created in the material file 


With this option disabled:

fragment_program Fur_ps cg
       source fur.source
       uses_adjacency_information false
       entry_point PS_Textured
       profiles ps_2_0 arbfp1 fp20

               shared_params_ref furSharedParams
               param_named ambient float4 0.5 0.5 0.5 1
               param_named colorScale float4 0.26 0.5 0.7 1

Just the references are created in the material file 



  • Fixed shader parameter animation issue   

On some installations, shader animation was not correctly updating its animated auto parameters (TIME, FRAME TIME, and their variations), this has been solved and now shader animated parameters are updated correctly with the global time (and the current frame)


  • Added new shader parameter loading and saving implementation 
Previously shader parameter and their values were directly related to the version that created them, now a new method was implemented and materials using shaders  (and their parameters) will not need any updating to work correctly in new and future versions



  • Fixed MeshSerializer "WARNING: mesh is an older format" message displayed in user application's log file when loading meshes 
This has been solved and this message will not be produced in the application's log file if application is based on any Cthugha Ogre version



  • Fixed issue in Shader editor with auto parameter constants that uses a float as its extra parameter 

Previously in an auto parameter that has float as its extra parameter (TIME and similar), the parameter editor might allow only to edit the extra parameter as an integer, this has been solved and a floating point value can be correctly edited



  • Fixed shader parameters "reset issue" when using AutoConstant parameters with extra data (floats or ints) in shader editor

In Max2010/2011 due to an internal change in the API behavior in the chunk based serializer, AutoConstant parameters that contain extra data values might be reseted, setting its value to the shader's default when the shader editor is reopened or the scene is loaded, this has been corrected and now they are correctly handled by the shader editor and the serializer system


  • Fixed Camera/Perspective offset issue when resizing viewport

In Max2010/2011 a change in the resizing implementation was needed to correctly set the camera during the resize process, this is now handled correctly and the camera/perspective should behave as expected


  • Added support for External Skeletal Animations to use the user defined skeleton name

External animations now correctly support user defined skeletal names as defined in the "Object panel"
This change makes loading external animations, exported from skeletal characters that have their skeleton file name manually defined by the user, automatic by the oSceneLoader lib


  • Fixed External Skeletal Animations (.anim) filename might include part of the path on some machines

The filename of the external .anim files is correctly created relative to the "location" folder defined in the export dialog


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