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NWMax Plus and NWgMax Plus Updated


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#101
Michael DarkAngel

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OldMansBeard wrote...

Yes, selfillumcolor is correct. There was a later version of nwnmdlcomp that fixed the bug, but AFAIK it wasn't made generally available.


Found it -->> here <<--

OldMansBeard wrote...

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


And that is this version.

This will be included with the next update of NWMax Plus/NWgMax Plus which will also include a fix for PWK/DWK creation.

The import routine of NWMax and both Plus versions will accept either setfillumcolor or selfillumcolor, so if you have an ascii model with the error you won't need to change anything before importing it.  And they will all export the ascii file properly.

Checking "Compile Exported Model" seems to have an issue (at least on the 3DSMax side, haven't checked gMax yet).  The 3DSMax command "DOSCommand" does not like spaces in file or directory names.  I have fixed that issue and compiled model export works properly now.

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#102
Michael DarkAngel

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Compiled model export issues resolved.

NWMax Plus v5.02.23 Now Available!!!

NWgMax Plus v5.02.23 Now Available!!!

Link is in the first post.

 

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#103
Michael DarkAngel

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Fixed an issue with Lens Flare parameters.  Thanks to Rolo Kipp for bringing it to my attention.

 

NWMax Plus v5.04.22 Now Available!!!

 

NWgMax Plus v5.04.22 Now Available!!!

 

Links remain in the first post

 

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#104
Pstemarie

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GAH, you posted before I got a chance to post an issue I ran into while attempting to mass scale some models. If the model fails a sanity check then you have to click OK in the popup warning to continue and the model doesn't export. Is there a way to bypass the sanity checks so that the popup doesn't occur and the model exports anyway. 

 

While I do understand its important to know if a model fails to pass sanity, I was scaling over roughly 600 models, of which I was aware some had sanity issues, and having to manually scale and export 110 models that failed their check was more annoying than anything else.



#105
Michael DarkAngel

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GAH, you posted before I got a chance to post an issue I ran into while attempting to mass scale some models. If the model fails a sanity check then you have to click OK in the popup warning to continue and the model doesn't export. Is there a way to bypass the sanity checks so that the popup doesn't occur and the model exports anyway.

 

The Mass Scale Wizard turns off two of the Sanity Checks that most commonly cause issues prior to exporting, but yeah there could be other issues.

 

If you know what Sanity Check your models are failing you could turn them off prior to running the Mass Scale Wizard.  In the General Utils rollout you'll see the Reset Sanity Check group, uncheck any/all that you want and press the Set Sanity Checks button.  Then run the Mass Scale Wizard.

 

Keep in mind that this will reset the default for Sanity Checks, so that when you do want them you'll need to check the ones that you unchecked and press the Set Sanity Checks button again.

 

Hope that wasn't too confusing.

 

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#106
Lord Sullivan

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SO I decided to give that util/script another shot using 3D Studio Max 2013 and I finally was able to export a model by unchecking ALL sanity checks. However, isn't there a way for the script to pick up on some "saved settings" that a user previously unchecked some or in my case all sanity checks so that when the user loads 3D Max again the sanity checks remain unchecked AND the script picks up on that to ignore the sanity checking part of the script?


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#107
Michael DarkAngel

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SO I decided to give that util/script another shot using 3D Studio Max 2013 and I finally was able to export a model by unchecking ALL sanity checks. However, isn't there a way for the script to pick up on some "saved settings" that a user previously unchecked some or in my case all sanity checks so that when the user loads 3D Max again the sanity checks remain unchecked AND the script picks up on that to ignore the sanity checking part of the script?

 

Yes, if you follow my post above and uncheck the sanity checks that you want to in the General Utils rollout of NWMax Plus, then press the Set Sanity Checks button, this should save your Sanity Check preferences.  You may need to make sure you have write privileges for your 3DSMax install directory, as IIRC this causes some issues.

 

[EDIT] Just checked, and it does not do what I said it should do.  Something I need to fix. [/EDIT]

 

You can also turn off sanity checks prior to exporting by unchecking "Do Sanity Checks" in the model base parameters rollout.

 

If you don't mind me asking, what type of model were you trying to export and do you know what sanity issues you had?

 

Thanks for giving it another shot

 

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#108
Lord Sullivan

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Yes, if you follow my post above and uncheck the sanity checks that you want to in the General Utils rollout of NWMax Plus, then press the Set Sanity Checks button, this should save your Sanity Check preferences.  You may need to make sure you have write privileges for your 3DSMax install directory, as IIRC this causes some issues.

 

[EDIT] Just checked, and it does not do what I said it should do.  Something I need to fix. [/EDIT]

 

You can also turn off sanity checks prior to exporting by unchecking "Do Sanity Checks" in the model base parameters rollout.

 

If you don't mind me asking, what type of model were you trying to export and do you know what sanity issues you had?

 

Thanks for giving it another shot

 

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The model was a Tile which I had extracted from the games resources. I don't remember the message telling me which sanity checks it failed, could be I wasn't paying enough atention. Either way, I don't intend on using sanity checks anyway cause I do my own in my own way. I only need the models to export without the script complaining. :)



#109
Michael DarkAngel

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A lot of models from the game will fail NWMax's sanity checks. They were written to be a bit more strict than what Bioware originally used. Don't let that dissuade you from using them, however.

I found some other sanity check related issues and I'm almost finished with the fixes. So with the next update you'll soon be able to save your sanity check preferences (thanks to Lord Sullivan) and turn sanity checks off completely when performing mass scaling operations (thanks to pstemarie).

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#110
Pstemarie

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This latest iteration of NWMax is completely mangling skinmesh weights on export. These are models in which I have done nothing to the skinmesh that would constitute the need for Max to rebuild the weights.

 

The last model I noticed this on was the giant slug. I had imported the model to adjust some vertices on the tail fin, which is not a skinmesh. Nor is it connected to the skinmesh in any way. On export, the weights were all corrupted, forcing me to copy and paste the weights from an earlier version of the snail.

 

I'm not 100% certain its NWMax. It might be something I'm doing, but I didn't have this problem before the last update.



#111
Michael DarkAngel

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I just ran a quick a test with the c_sharkhm model, imported it, did nothing to the model, exported it, imported the new model.  Nothing changed.

Ran another test, imported the model, moved a few verts around, on a mesh that is not skinned, exported it, imported the new model.  Again no changes.

 

[EDIT] Maybe I have found the issue.  Third test, I did a 'Reset X-form' before exporting, imported that new model and all skin weights were now screwed up.

 

This looks as if it may be a 'Reset X-form' issue, and something that has been around for quite some time.

 

Dirty fix would be to unselect any skinmeshed items prior to performing a 'Reset X-form'. [EDIT]

 

Not sure where to find the giant slug model.  If you could point me to that model or provide me the one you used, I'll take a look at that.

 

Was going to release, but I'll wait a little longer to see if I can track down this issue.

 

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#112
Pstemarie

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I just ran a quick a test with the c_sharkhm model, imported it, did nothing to the model, exported it, imported the new model.  Nothing changed.

Ran another test, imported the model, moved a few verts around, on a mesh that is not skinned, exported it, imported the new model.  Again no changes.

 

[EDIT] Maybe I have found the issue.  Third test, I did a 'Reset X-form' before exporting, imported that new model and all skin weights were now screwed up.

 

This looks as if it may be a 'Reset X-form' issue, and something that has been around for quite some time.

 

Dirty fix would be to unselect any skinmeshed items prior to performing a 'Reset X-form'. [EDIT]

 

Not sure where to find the giant slug model.  If you could point me to that model or provide me the one you used, I'll take a look at that.

 

Was going to release, but I'll wait a little longer to see if I can track down this issue.

 

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The Reset X-Form could be the culprit, as I had used that on another object in the model. Ran another test and the model exported OK.  :blink:



#113
Michael DarkAngel

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A couple fixes for this version.

  • 'Reset X-form' is now skipped for Skinned meshes.  Not sure if this is the right thing to do, but skin weights appear to get screwed up when the 'Reset X-form' operation is performed on a Skinned mesh.

  • Quite a few Sanity Check issues have been dealt with.  You can now save preferences in regards to Sanity Checks and turn Sanity Checks off completely when performing mass scaling operations.

Thanks to Lord Sullivan and pstemarie for bringing those issues to my attention.

 

NWMax Plus v5.04.27 Now Available!!!

 

NWgMax Plus v5.04.27 Now Available!!!

 

Links remain in the first post

 

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#114
Michael DarkAngel

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NWMax Plus v5.05.17 Now Available!!!

 

NWgMax Plus v5.05.17 Now Available!!!

 

As requested by Rolo Kipp, cappear2 and cdisappear2 have been added to the creature animation list.

 

On a side note, I think there may still be more animations that can be added.  If anyone has a definitive list, let me know.

 

As always, links are in the first post.

 

Thanks for your support,

 

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#115
Michael DarkAngel

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NWMax Plus v5.05.18 Now Available!!!

 

NWgMax Plus v5.05.18 Now Available!!!

 

Sorry Rolo.  That's what I get for not testing before release.  Added it to one spot but not to a second spot where it also needed to be added.

 

cappear2 and cdisappear2 have really been added to the creature animation list this time.

 

As always, links are in the first post.

 

Thanks for your support,

 

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#116
Michael DarkAngel

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1000 Downloads

 

Thanks to everyone for making it possible.

 

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#117
Lord Sullivan

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Ok, I've run in to unfamiliar territory as far as NWMax is concerned. I'm totaly at lost as to how am I suppose to create a PWK and/or tile Walkmesh?

I guess I'm spoiled having used MDLSuite for so many years where creating a PWK is a no brainer.

 

[EDIT]: Neverwmind, I found some tips on the net and figured how to do it with NWMax. However, it would be a lot simpler with a custom MDL Walkmesh modifier like in MDL Suite to create walkmeshes. You'd simply start with creating the walkmesh, apply MDL Walkmesh Modifier, select

the type of walkmesh from AABB, PWK, DWK, WOK, then select the surfaces using select buttons (triangle, polygon, object) and finally select the type of material (material ID) all laid out in a list with their names. Sooooo, simple. After linking it to the model, just export.

As oppose to having to have a dummy as parent and selecting the Material ID by number of which until you've memorized all IDs you need a separate list in text to check the material ID. It's kind of wonky.



#118
Michael DarkAngel

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It's possible you have already done this, but then again it's also possible that you haven't due to the fact that when working with placeables or doors NWMax/NWMax Plus will paint a Non-Walk material on the faces for you, as long as you have the bits and pieces necessary.

 

Apply an "Aurora Walkmesh" modifier when making any kind of walkmesh, be it for a tile, placeable or door.  Choose to select by face.  Select the faces you wish to paint.  Scroll down the right side panel until you see Surface Properties.  In there you see Set ID.  Use the scroll buttons to flip through the different Walk Material types.  In the dropdown box below Select ID, you'll see the names of the different Walk Materials.  See the image below for clarification (I hope).

 

walkmaterial.png

 

I know it's been talked about before that some things were easier to do with MDL Suite.  Unfortunately, due to one of my recent hard-drive crashes, I lost my copy of 3DSMax5 and never did get a chance to try MDL Suite for myself.

 

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#119
Lord Sullivan

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This is how it is...

 

mdlsuite01.jpg

 

mdlsuite02.jpg

 

Note that MDL Suite is a plugin not a script, so if we're to compare here it has to do with the Aurora plugin along NWMax. So probably, there is nothing to do about it.

 

Also, I noticed that in newer 3D Studio Max, the elements/object scheme shows less elements then in old version 5... unless this is just a matter of settings.



#120
Shadooow

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Im reposting my two older requests.

1) keep last imported file name in the field as it was in first NWMax version. Its extremely annoying for me to work with this. And I cant see absolutely no disadvantage or reason why this should be erased.

2) button to hide all objects with tilefading other than 0

 

thanks


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#121
Michael DarkAngel

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I was playing around with this just a few minutes ago and came up with something very similar, but I'm having issues getting the sub-object levels (vertex, edge, face, polygon, element) to stick when extending the modifier.

 

WalkmeshPlus.png

 

Need to try extending some other modifiers to see if the sub-object levels will stick.  Without the sub-object levels we won't be able to paint anything.

 

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#122
Michael DarkAngel

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Im reposting my two older requests.

1) keep last imported file name in the field as it was in first NWMax version. Its extremely annoying for me to work with this. And I cant see absolutely no disadvantage or reason why this should be erased.

2) button to hide all objects with tilefading other than 0

 

thanks

 

1. Want to re-load your last model.

  • Click on the Browse button in the NWN MDL Loader rollout.
  • In the Import MDL file dialog, expand the dropdown list next to File name.
  • Now you'll see a listing of your recent imported models.  Top one in the list is the most recent.
  • This trick even works when closing and re-starting the program.

 

2. I will look into this one.

 

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#123
Shadooow

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1. Want to re-load your last model.

  • Click on the Browse button in the NWN MDL Loader rollout.
  • In the Import MDL file dialog, expand the dropdown list next to File name.
  • Now you'll see a listing of your recent imported models.  Top one in the list is the most recent.
  • This trick even works when closing and re-starting the program.

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Hmm fine, that makes this job much easier. Thanks for a tip.

 

Still these are three extra clicks over first NWMax version, and if the last loaded file stayed there this feature would still worked. (For anyone who would want to load second last etc.).

 

Please :rolleyes:



#124
Lord Sullivan

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It's possible you have already done this, but then again it's also possible that you haven't due to the fact that when working with placeables or doors NWMax/NWMax Plus will paint a Non-Walk material on the faces for you, as long as you have the bits and pieces necessary.

 

Apply an "Aurora Walkmesh" modifier when making any kind of walkmesh, be it for a tile, placeable or door.  Choose to select by face.  Select the faces you wish to paint.  Scroll down the right side panel until you see Surface Properties.  In there you see Set ID.  Use the scroll buttons to flip through the different Walk Material types.  In the dropdown box below Select ID, you'll see the names of the different Walk Materials.  See the image below for clarification (I hope).

 

walkmaterial.png

 

I know it's been talked about before that some things were easier to do with MDL Suite.  Unfortunately, due to one of my recent hard-drive crashes, I lost my copy of 3DSMax5 and never did get a chance to try MDL Suite for myself.

 

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Yeah, I already did that, it's ok.
Btw, if that is the Bioware "Armoir" model, the walkmesh and material is wrong. The walkmesh should be a box that covers the "Armoir" completely and the material should be "Obscuring". :P

 

 

 

I was playing around with this just a few minutes ago and came up with something very similar, but I'm having issues getting the sub-object levels (vertex, edge, face, polygon, element) to stick when extending the modifier.

 

WalkmeshPlus.png

 

Need to try extending some other modifiers to see if the sub-object levels will stick.  Without the sub-object levels we won't be able to paint anything.

 

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This looks promising. Do you have access to the Aurora plugin source code?

 

[Edit]: I check and realized NWMax does not use "Aurora.dlm", so no plugins just scripts.

 



#125
Shadooow

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I would write into Tools and Plugins section but it seems your are not checking it there.

 

Recently found issue that is caused by NWMax I believe.

 

tile: tno01_d36_01 (crossroads)

 

If I delete dummy nodes and change parent to the tno01_d36_01, when opened in NWMax, several meshes (foliage mostly) are missing. However the game shows them properly.

 

I suspect that this NWMax issue is a reason why dummy nodes were used there. Im not so familiared with dummy nodes etc. but I would like to get rid of them if I can. Since game renders all meshes just fine I suspect that NWMax should as well?

 

EDIT: shout add that I changed parents in ascii format by notepad, because changing parents in NWMax and export works


Modifié par Shadooow, 27 mai 2014 - 09:21 .