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NWMax Plus and NWgMax Plus Updated


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#76
Michael DarkAngel

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Pstemarie wrote...

Using 3dsMax2013 - MiniMapMaker no longer works (was working in 3dsMax2011)


Looks like it is not finding the lowercase function.

I'll see if I can figure it out.

Image IPB
 MDA

#77
Michael DarkAngel

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NWMax Plus v5.01.04 is now available.

This latest fix corrects a missing function call in the Minimap Maker

Links and info remain in the first post

Image IPB
  MDA

#78
Pstemarie

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Thanks for the quick fix!

#79
Pstemarie

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MDA, the map renders are coming out extremely dark. Any idea what I might be doing wrong?

#80
Michael DarkAngel

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Pstemarie wrote...

MDA, the map renders are coming out extremely dark. Any idea what I might be doing wrong?


Not sure I can give much help on this one.  I did a test with 3DSMax2014, minimap size 64x64 and I wouldn't consider this overly dark.

Image IPB

Of course, these are also basic BioWare textures.

Image IPB
 MDA

#81
Pstemarie

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It must be something in my render settings then. What driver do you use for the viewports - Direct3D, OpenGL, or Nitrous?

#82
Michael DarkAngel

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Pstemarie wrote...

It must be something in my render settings then. What driver do you use for the viewports - Direct3D, OpenGL, or Nitrous?


Current Driver Installed - Nitrous

The minimap script sets the following

Renderer - Production
RenderType - Normal (refers to the area renderer is viewing)
AntiAliasing - False

My Production Renderer is set to - Default Scanline Renderer

Not sure if that will help or not

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 MDA

#83
Pstemarie

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I'll give that a whirl and see what happens.

#84
Michael DarkAngel

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The dreaded '65536' issue has been solved.

NWMax Plus v5.01.12 Now Available!!!

NWgMax Plus v5.01.12 Now Available!!!

Link is in the first post.

Image IPB
 MDA

#85
Pstemarie

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Great news! Anyway to fix the misspelling of setfillumcolor...


Selfillumcolor and Setfillumcolor
As explained by OldMansBeard of the CTP Team

It is not uncommon for a model exported by NWMax to not compile when run through nwnmdlcomp. This is caused by an error in the spelling of the “Setfillumcolor” parameter. At some point the spelling was incorrectly changed to “Selfillumcolor”. When you export a model using NWMax, the exporter scripts will change the spelling of “Setfillumcolor” to “Selfillumcolor”. NWMax IS WRONG, nwnmdlcomp is correct!

Although the spelling has no effect in the game, to fix (so that you can properly compile your models), follow the procedure below:

1. Export the model using NWMax.
2. Open the ascii file using Textpad.
3. Replace ALL instances of the word “selfillumcolr” with “setfillumcolor” (the correct spelling).
4. The models should now compile correctly with nwnmdlcomp.

Modifié par Pstemarie, 13 janvier 2014 - 08:00 .


#86
TheOneBlackRider

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I've got something weird going on:
I was still using NWgmax 4.08.23 (just because things I do were working). Now I updated to 5.01.12 (but I found, that this also applies for 4.08.25): I am loading a scene (tested with a couple of scenes) saved with 4.08.23. When I choose the model base and click the "blue rainbow" - Modify-tab - to get the export rollout to the right, I get the following error message:
MaxScript Rollout Handler Exception -- Unable to convert: undefined to type: Integer
As written, this also happens with 4.08.25.
When I (re-) import the exported (4.08.23) model into a newer Version, all seems to be fine.
So, something seems to be incompatible when loading an older scene into 4.08.25 or 5.01.12...

Modifié par TheOneBlackRider, 14 janvier 2014 - 05:22 .


#87
Michael DarkAngel

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Pstemarie wrote...

Great news! Anyway to fix the misspelling of setfillumcolor...


Could never remember which way was correct.  Another one of those non-game-breaking bugs, which explains why it has never been fixed... until the next update :ph34r:

TheOneBlackRider wrote...

I've got something weird going on:


I'll check on it.

In the meantime, could you let me know what happens if you revert back to the older version?  If you need the older version again, you can grab it here.

[EDIT]I may have found your issue.  With version 4.08.25 a new sanity check was added.  Scenes saved prior to that are missing that sanity check value.  Need to write in a default behavior for that.  I'll try to get that fixed tonight.[/EDIT]

Image IPB
 MDA

Modifié par Michael DarkAngel, 13 janvier 2014 - 11:14 .


#88
Bannor Bloodfist

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Actually MDA, that self vers setf issue is sorta game breaking, at least as far as getting WORKING cc out the door. Since the engine completely ignores the incorrrect spelling and the import actually strips it from the mdl, then on re-export it is completely missing then the artist spending all the time to get it in there and working has just wasted her/his time. True, it will not crash the game, but it does completely break the intention as created by the artist.

That is why OMB added the corrector into CM3 code. However, that forces the creator/artist to actually use CM3 on every export, and apparently shown by comments here, few will do so.

Believe me I know it is a royal pain to track down where each bit is "broken" in a multi-script set like NWmax, most especially when working with various versions of 3ds and how it handles file input and variables.

I certainly wish there was a way to generate a separate global variable input .ini file or .ms file somewhere. That would likely solve a HUGE number of coding issues in the future and possible in prior versions of scripts as well. Error handling in 3dsmax script is a real bear and seldom tells you even via log files, what is actually broken.

#89
Pstemarie

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I use cm3 on tiles and have had to do the text-edit fix on post-cm3 processed tiles

#90
TheOneBlackRider

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Michael DarkAngel wrote...

In the meantime, could you let me know what happens if you revert back to the older version?  If you need the older version again, you can grab it here.

[EDIT]I may have found your issue.  With version 4.08.25 a new sanity check was added.  Scenes saved prior to that are missing that sanity check value.  Need to write in a default behavior for that.  I'll try to get that fixed tonight.[/EDIT]


I created a 5.01.12-scene and loaded it into 4.08.23. Worked. Click on the Modify-tab ("blue rainbow") - all fine. (If that is, what you wanted.)
Just notice: The error message appears, as soon as I click the Modify-tab, not when trying to do an export. But if the Sanity-checks are eg. initialised unpon clicking the Modify-tab, that might be the source.
Thanks for maintaining, MDA!

#91
Michael DarkAngel

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@TheOneBlackRider

I can replicate your issue in gMax, unfortunately I'm not sure that I can fix it.  I already have a default value set for the new sanity check that was added.  3DSMax (at least 2014) does not exhibit this behavior, most likely because it is smart enough to apply the default value that I have set.  gMax on the othe hand crashes when attempting to open the MDL Base Parameters.

A dirty fix for this:
  • Make sure the Modify panel is NOT selected prior to opening your saved scene file.
  • Open your saved scene file.
  • Select and Delete the AuroraBase helper (model base)
  • Select the Create panel, click on the Helpers button.
  • Select AuroraBase from the Object Type rollout
  • Click anywhere in one of the viewports to drop the AuroraBase.  The Model Base Wizard will pop up, fill in and select what's necessary.
  • Re-link as necessary and you should be good to go.

I'll keep trying to figure out a way to fix this, but so far I've come up empty.

@PSteMarie

The
'selfillumcolor' issue has been resolved, at least on the 3DSMax side. 
I need to apply the fixes to gMax which looks like that isn't going to
happen until tomorrow.

Incidentally, or perhaps it's
coincidentally, this will most likely break gMax scene files again. 
There is one more situation I need to test with 3DSMax, but so far
results there have been positive.

Look for an update at some point tomorrow.

Thanks for the help,

Image IPB
 MDA

Modifié par Michael DarkAngel, 14 janvier 2014 - 05:44 .


#92
TheOneBlackRider

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Thanks MDA!
Replacing the base does it - or, as written, (re-) importing the 4.08.23-exported model.

#93
Michael DarkAngel

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Pstemarie wrote...
Great news!
Anyway to fix the misspelling of setfillumcolor...

Selfillumcolor and Setfillumcolor
As explained by OldMansBeard of the CTP Team It is not uncommon for a model exported by NWMax to not compile when run through nwnmdlcomp. This is caused by an error in the spelling of the “Setfillumcolor” parameter. At some point the spelling was incorrectly changed to “Selfillumcolor”. When you export a model using NWMax, the exporter scripts will change the spelling of “Setfillumcolor” to “Selfillumcolor”. NWMax IS WRONG, nwnmdlcomp is correct! Although the spelling has no effect in the game, to fix (so that you can properly compile your models), follow the procedure below:

1. Export the model using NWMax
2. Open the ascii file using Textpad.
3. Replace ALL instances of the word “selfillumcolr” with “setfillumcolor” (the correct spelling).
4. The models should now compile correctly with nwnmdlcomp.


I did some testing on this:

selfillumcolor is correct. Thus the issue lies with nwnmdlcomp.

Using an ascii model, I tested the two spellings:

selfillumcolor 0.0 0.0 1.0Image IPB

setfillumcolor 0.0 0.0 1.0Image IPB

What does all this mean, it means NWMax was fixed long ago, and nwnmdlcomp has been the culprit all this time.

For the end-user. If you want to compile your models you'll need to do so outside of NWMax/NWMax Plus, and you'll need to "fix" the ascii file prior to using nwnmdlcomp as stated above.

The way NWMax/NWMax Plus exports the ascii file works in game to produce the desired results.

I will attempt to fix this so that models can be compiled inside of NWMax Plus.

Image IPB
 MDA

Modifié par Michael DarkAngel, 23 février 2014 - 05:48 .


#94
Tiberius_Morguhn

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I always wondered about that. "selfillumcolor" makes more sense as a directive name than "setfillumcolor". Thanks for checking up on this!

#95
Pstemarie

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Yes, thanks. Just one more reason to not use compiled models I guess.

#96
OldMansBeard

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Yes, selfillumcolor is correct. There was a later version of nwnmdlcomp that fixed the bug, but AFAIK it wasn't made generally available.
Personally, I would recommend using the BW model compiler, with CM3.5 for decompiling. (But then, I'm biassed :P).

Modifié par OldMansBeard, 23 février 2014 - 06:43 .


#97
Zwerkules

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I haven't read this thread earlier, so I'm a little late when I say that selfillum is the correct spelling. I've used it hundreds of times also as selfillumcolorkey in animations and it works whereas setfillum doesn't.
I also ran these models through CM and it did NOT change selfillumcolor to setfillumcolor.
As Tiberius pointed out 'setfillumcolor' doesn't make sense.

Edit: I was typing this when OMB said that selfillum is the correct spelling. I only read his answer now.

Modifié par Zwerkules, 23 février 2014 - 06:52 .


#98
Pstemarie

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Well at least we have a definitive answer now. I was working off outdated information and hadn't realized that it was incorrect. Thanks for clearing it all up.

#99
OldMansBeard

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If you are using tools with the setfillumcolor bug in them (for example nwnmdlcomp or NWNExplorer) and you want to make yourself versions with the bug fixed, it is possible to do it using a hex editor. Edit the .exe file, find the string "setfillumcolor" and change the "t" (0x74) to an "l" (0x6C). It won't break anything because changing one byte to a different one doesn't disrupt any internal addresses.

Of course, if you edit nwnmdlcomp.exe to remove the bug, you will also have to remove the bug from your ascii models otherwise it won't compile them correctly any more. But, you can't have your cake and eat it, as they say.

In the version of NWNExplorer that I have (dated 2004-01-26), the offending character is at offset 0x78C12.

In the fixed version of nwnmdlcomp (dated 2006-01-25) the correct character is at offset 0xCAD3E.

I guess the bug is now 10 years old. Happy Birthday, bug.

Modifié par OldMansBeard, 23 février 2014 - 09:13 .


#100
Bannor Bloodfist

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Part of the problem is that both nwmax AND nwmaxplus include a physical copy of the WRONG nwnmdlcomp.exe inside their respective script folders. So that needed to be corrected for either one to function even semi correctly.

Even though the internal code for nwmax version 8 has been properly set to use the correctly spelled item, in this case "selfillumcolor" it still included the WRONG nwnmdlcomp which re-generates the bug.