Re: MAX Crashes During Batch
"yogiwp" <[email protected]> Sat, 28 May 2005 09:01:18 +0700
| Newsgroups | gmane.games.devel.windows |
|---|---|
| Message-ID | <[email protected]> |
Well, unfortunately it's kinda late for this project to switch into such process. I really was hoping for 'hacks' to get around this. Max crashes should not stop the build. One idea is to 'detect' if max hangs and kill it, continue the build, and then repeat the build (because different build runs crash on different file). I'm clueless on how to 'detect' max crashes. And I'm not even sure if this is a good idea. Anyone? Thanks. ----- Original Message ----- From: "Jon Watte" <[email protected]> > > The file that the artists produce and check into the build is not the > .max file; it's a rich, exported format that captures whatever we will > need. The real asset build then builds from this intermediate format to > an actual optimized format. > > The artists still revision control their .max files, but they do that on > a server they organize however they want, without any > engineering-imposed structure. The intermediate files, however, have > that structure. > > Cheers, > > / h+ ------------------------------------------------------- This SF.Net email is sponsored by Yahoo. Introducing Yahoo! Search Developer Network - Create apps using Yahoo! Search APIs Find out how you can build Yahoo! directly into your own Applications - visit http://developer.yahoo.net/?fr=offad-ysdn-ostg-q22005 _______________________________________________ Gamedevlists-windows mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555