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NWMax Plus and NWgMax Plus Updated


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#1
Michael DarkAngel

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NWMax Plus v5.05.27 now available.  Details -- Download

NWgMax Plus v5.05.27 now available.  Details -- Download

 

Set Editor v5.10.21.2 now available.  Download

Thanks for your support

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  MDA


Modifié par Michael DarkAngel, 28 mai 2014 - 02:09 .

  • Estelindis et Rolo Kipp aiment ceci

#2
OldTimeRadio

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Thank you for continuing to update and maintain this!

#3
Pstemarie

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Yes, thank-you. Downloading it now to check it out. Also, did you ever incorporate the 1.69 wok materials? I posted it to the Vault some time back...

http://nwvault.ign.c....Detail&id=1519

Modifié par Pstemarie, 19 juillet 2012 - 02:29 .


#4
NWN_baba yaga

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very cool of you guys, thanks:)

#5
Michael DarkAngel

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v3.07.20 is now available.  Links and info remain in the first post

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Modifié par Michael DarkAngel, 21 juillet 2012 - 01:56 .


#6
Michael DarkAngel

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v3.07.22 is now available for both NWMax Plus and NWgMax Plus.  Links and info remain in the first post

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Modifié par Michael DarkAngel, 22 juillet 2012 - 02:01 .


#7
Jez_fr

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ty ty ty ty ty ty MDA <3

#8
Carcerian

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Ty, keep up all the good work!

One thing that would be great to have would be some kind of resizer/scaler/positioner for Aligned-Visual Effects. (For example you make a male human HaVFX and it scales the rest either in a batch or on a case by case basis (say, convert to... and a subrace selection).)

Modifié par Carcerian, 25 juillet 2012 - 07:53 .


#9
Michael DarkAngel

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@Jez_fr

You're welcome :)

@Carcerian

I've never worked with NWN's visual effects.  If you could provide me with a .max file that I could use as a starting point and some more details as in what needs to be done in order to make it work for the other races, I would be more than happy to make an attempt at making the workflow easier.

You can PM me with the details.

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#10
Carcerian

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Ok, will get back to you for sure on that one...

Sounds like i need to finally make that set of Gmax guide heads :)

or a "Bio-metrics" table for racial conversions.

Bioware's Epic Monk Eyes are probably a good place to start as any...

Modifié par Carcerian, 25 juillet 2012 - 11:56 .


#11
Carcerian

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Almost forgot these:

Headaligned_VFX_Templates__Max10.7z

TaVFX_Template_Max2010_v0_02.7z

Modifié par Carcerian, 26 juillet 2012 - 01:23 .


#12
Carcerian

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In a nutshell, a vfx is like any other nwn model, it is a mesh linked to a base node used for orientation on either a model's head or torso impact node.

Basicly what needs to be done is rescaling x,y,z and repositioning x,y,z based on the selected object's dummy node and the selected target's race and gender. Probably a similar process to the obsidian SS or the nw armory tool...

The same idea of "bio-metrics" could be used for scaling normal body parts to large or to other races, as well as armor scaling. Custom race biometrics would most likely make new phenotypes/clothing support go much faster too...

Modifié par Carcerian, 26 juillet 2012 - 01:13 .


#13
Michael DarkAngel

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Got your files.  Thanks, I'll start looking into this in the next day or so.  I'm sure I'll have some questions for you B)

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#14
Carcerian

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Files are from Rolo's Builder Reference BTW...

Offhand Amethyst Dragon might be a good brain to pick for this one too, as he's an experienced VFX creator :)

(He's done TaVFX, as well as full sets of VFX, while i have just done HaVFX for m/f humans mostly.)

I'm happy to do any gruntwork/research I can, of course, and hopefully other ppl knowledgable on topic can help too.

As far as the most "official" version of HaVFX go, epic monk eyes might have the numbers needed.

(I've recently been making armies of level 21 halfling-monks so i can use the glowing eyes as guides for aligning new converted heads)

Modifié par Carcerian, 26 juillet 2012 - 05:20 .


#15
Carcerian

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Velmar's tools are an annoyance for vanilla Gmax+NwMax users for sure (always cover up NwMax on load). so am definitely a fan of making them part of NwMax instead...

As far as Chiliskinner goes, I'd say add as much as you can, with original icons in order if possible...

Or at least what is needed for : Tutorial: Making a Sword as it seems to cover the basics.

Modifié par Carcerian, 27 juillet 2012 - 12:18 .


#16
Michael DarkAngel

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Carcerian wrote...

Ty, keep up all the good work!

One thing that would be great to have would be some kind of resizer/scaler/positioner for Aligned-Visual Effects. (For example you make a male human HaVFX and it scales the rest either in a batch or on a case by case basis (say, convert to... and a subrace selection).)


Unfortunately, after looking into this.  I can find no way to easily/automate scale/position head-aligned VFx.  One VFx, generally, will work for all races/sexes.  Whether or not it needs scaled or re-positioned, in my opinion, would be entirely up to the VFx creator.

So, I'm not sure there is much I can do for this aside from automating the export process to create individual models for each race/sex.  Those individual models would then possibly need tweaking if the creator desires to do so.

Sorry

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#17
Carcerian

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Lol, well, thx for trying at least...

There are noticble differences (otherwise there would be no need for 12 sets of monk eyes), while some may be rather minor they are measurable i'm pretty sure...

If I can come up with some sort of scaling table based off monk eyes or other vfx I will post it for sure, till then, thx for looking into it :)

Modifié par Carcerian, 28 juillet 2012 - 08:37 .


#18
s e n

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Hey MDA, glad to see you still working with nwn! I'd have a request concerning your set editor: I am testing a thing with those height transition tile values (not sure if you remember, that was me asking you to add the option for any integer values other than 0 or 1). now, following some oooooold LuciferChurch/Thallionstellani writings and testings, I found out the way to accomplish multiple layer transitioning with a single terrain, and I am working on a very basic test tileset just to show people how it works and... well, that is awesome thing cuz Lucifer basically created the BM mountains rocky mountain multi terrain using that way just because he didnt think he could raise the entire tile height (inside the models) and get ride of the no shadow issue under 0 z value... (and anyhow... not many care about nasty nwn shadowing) so, the point is: I'd need your set editor to allow also negative height transition values, just say from -9 to 9 it will be way safe!! any chance?

#19
Zwerkules

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Negative height values work? That gives us some interesting new possibilities.

#20
s e n

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Z what new possibilities?

#21
Michael DarkAngel

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s e n wrote...

Hey MDA, glad to see you still working with nwn! I'd have a request concerning your set editor: I am testing a thing with those height transition tile values ... so, the point is: I'd need your set editor to allow also negative height transition values, just say from -9 to 9 it will be way safe!! any chance?


Set Editor v5.07.30.1 Now Available!!!

If I understood you correctly, this now allows for negative values in the tile corner heights.  If not, let me know.

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#22
_six

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A more user friendly solution than directly inputting the -1s etc would be a version that lets the user input 0 1 2 or 3 into the set editor and have the set editor write out the correct relative values depending on the tile according to sen's findings (if that makes sense). You'd need to implement some rules for that to work, based on sen's example tileset file.

Modifié par _six, 31 juillet 2012 - 04:46 .


#23
s e n

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Thanks MDA, I will test it this evening! But yes, thats what I meant. In fact, as Six pointed, the only reason for giving corner heights negative entries its to compensate the behavior of the engine in regards of multiple raise tesselation, and to be sincere I havent found a final rule, though I am sure its not that difficult to give with the tables I made. I just adjusted tile entries by testing them in toolset till I found the correct compensation. Even without a rule, a single compensation entry to set the value of it, because when compensation happens, it does by the same amount in the 4 tile corners, would be enough (so, you write the "normal" values where 0 is the lowest value in the corner height entry, and with a new "compensation" entry you'd be able to switch the entire tile corners by x, be it -1, -2 or even less for quadruple, quintuple raise systems, if someone will manage to create them. But just as it is, with negative corner height value, allows not to break se files and safely use your util for this!

#24
s e n

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Tested the new version: it doesnt show the negative value but only a - when a negative value is in there, though depending on how many times you click the - and update save, in the end you get the value, it just doesnt show in the editor (only the - and not the number of the negative value)

#25
s e n

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another thing id like to know, for common knowledge... what is the "is interior" about? i see you use it, jlen does the same, but i never figured out what it is supposed to control!