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NWMax Plus and NWgMax Plus Updated


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#126
Michael DarkAngel

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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)

 

 

Well, I can tell you it is not anything caused by NWMax.  The dummy nodes are there because that is the way the artist created and exported the model.  Can't say I know why the dummy nodes were used.  I can only speculate they were used to make sure transparency/alpha meshes are rendered in game properly.

 

Rest assured, they are there for a reason. ;)

 

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#127
Michael DarkAngel

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As requested by Shadooow

 

NWMax Plus v5.05.27 Now Available!!!

NWgMax Plus v5.05.27 Now Available!!!

The following applies to both versions.
Added "Hide Fading Object" and "Reload" last imported model functionality.

"Hide Fading Objects" can be found under the "Plus" rollout and is used to hide objects which have their tile fade property set to something other than "Not a Cap".

"Reload" can be found under the "NWN MDL Loader" rollout and is used to reload the last imported model.

 

Links remain in the first post.
 

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#128
Shadooow

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As requested by Shadooow

 

NWMax Plus v5.05.27 Now Available!!!

NWgMax Plus v5.05.27 Now Available!!!

The following applies to both versions.
Added "Hide Fading Object" and "Reload" last imported model functionality.

"Hide Fading Objects" can be found under the "Plus" rollout and is used to hide objects which have their tile fade property set to something other than "Not a Cap".

"Reload" can be found under the "NWN MDL Loader" rollout and is used to reload the last imported model.

 

Links remain in the first post.
 

icon_zdevil.gif

 MDA

Not exactly what I wanted, but Reload button is a very nice compromise.

 

Again, I will explain why do I want to keep name of last loaded model: that way I can reload current model (though new button works better in this regard so I dont need to reset - perfect!) OR manually rename the model name (aka from ttr01_d04_01 to _02) easily without having to browse whole folder of 200+ tiles (though, with that trick with recent opened files I can select last loaded and rename there, still a lot more complicated over what I get in basic NWMax ;) .

 

Re Hiding fadable objects. Perfect. The only little problem is that when reloading a model or importing new one this option is still "on" but not applied. So I have to turn it off and on again. I can certainly ignore this though. :)


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#129
Michael DarkAngel

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Both of those need to have a little more functionality added to them.  They were quick adds, done to give everyone something to play around with while I continued trying to add Lord Sullivan's request (more on that at the end of this post).  And in between I would hopefully get some feedback.

 

Reload:  Currently it will reload the model right on top of whatever you are presently working on (if anything).  Maybe you hit it accidentally, "Reload" doesn't care, it does what it's told to do.  So, quite possibly in the future you'll see a simple yes/no pop-up box.  That accidental import is the biggest reason I did what I did.  I hated messing up something I was working on by hitting the Import button by mistake when all I wanted to do was scroll the rollout.  The other thing is the textbox.  Too small for the entire filename.  I don't need the full location, I've already browsed to the location, just show me the filename.  But I never did finish that implementation, mainly because that textbox has always been a placeholder for the variable that passed on to the import function.  Until this last release, that is.

 

So you're one step closer to getting your textbox functionality back. :D

 

Hide Fading Objects:  It's pretty simple right now too.  Click it, and it hides any mesh not tagged as "Not a cap".  Unclick it, and it unhides everything.  Next release I hope to have that unhide only what it has hidden.  Should probably throw in some callbacks to so that if you "New All" or "Reset" the scene it will uncheck if necessary.  Should be simple enough to add in the hide if checked functionality when importing a new model.  However, that may be confusing if you forget that you have it checked.

 

New Walkmesh Modifier:  Sorry to say that's not going to happen with a scripted plugin.  It's a bug that has been around for quite some time in 3DSMax (haven't tested yet in gMax) where the subobject level UI is not available unless you write your modifier with the SDK (which I don't have access to at this time).  That's what I was thinking the issue might be, and one of the nice posters on the CGTalk forums confirmed it for me.

 

Thanks for reading,

 

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#130
Lord Sullivan

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...

 

New Walkmesh Modifier:  Sorry to say that's not going to happen with a scripted plugin.  It's a bug that has been around for quite some time in 3DSMax (haven't tested yet in gMax) where the subobject level UI is not available unless you write your modifier with the SDK (which I don't have access to at this time).  That's what I was thinking the issue might be, and one of the nice posters on the CGTalk forums confirmed it for me.

 

Thanks for reading,

 

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 MDA

 

Thats ok, I've been thinking lately how convenient it would be if NWNax was  made into a plugin using the SDK and MS Visual C++ express. I'm not setup for it right now and don't know if I have the will to start on such a project, but I'm still thinking about it.

Thanks for taking the time to try/check it out Micheal.



#131
Shadooow

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Hide Fading Objects:  It's pretty simple right now too.  Click it, and it hides any mesh not tagged as "Not a cap".  Unclick it, and it unhides everything.  Next release I hope to have that unhide only what it has hidden.  Should probably throw in some callbacks to so that if you "New All" or "Reset" the scene it will uncheck if necessary.  Should be simple enough to add in the hide if checked functionality when importing a new model.  However, that may be confusing if you forget that you have it checked.

Unhiding all doesnt bother me, but its possible it may be annoying if one would working on tiles in a specific way. So I guess that it should really unhide only what was hidden with it.

 

Btw, when working with this a bit I find out that this button should rather than reset itself apply this feature automatically into new imported model if the button is on.

 

Because - I either use the button to cut the upper part of the tile when working on the black tilefade coverage or something and then I restore it once im done, or I am working on multiple tiles where I have to do this and then I have to reapply the button everytime (which mean several mouse click in the GUI since there is too many choices and it doesnt fit my screen. But its not so problematic - the feature even in this state is ultimate time saver for me.

 

EDIT: I mean. If I want to load different model I have to close the "Plus" tab. So if I know I will not need this feature I can turn the button off before I will change the tab. If I know I need it I keep it on.


Modifié par Shadooow, 30 mai 2014 - 03:26 .


#132
Michael DarkAngel

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Now Available!!! (a bit late getting this uploaded)

 

NWMax Plus v5.05.29

NWgMax Plus v5.05.29

 

The following applies to both versions:

 

  • Added more functionality to "Hide Fading Object".  It now keeps track of what was hidden and will only unhide those meshes.  A couple of callbacks have been added to uncheck the button when creating a new scene or resetting the scene.  If there is nothing to hide, it will tell you so.  If you import another model while this is checked, it will unhide the hidden meshes and uncheck itself.  This may not be the best way to do it, but I believe it to be the least confusing should you forget you have it checked.

  • Added more functionality to "Reload".  In the case of an accidental press, I have added a query box for confirmation.

  • Found an issue that OldTimeRadio mentioned a few years ago in this post regarding rounding during export.  To potentially solve this issue I have added the ability to disable rounding.  Look for the "Round to Nearest cm" checkbox below the export buttons in the "MDL Base Parameters" rollout.

  • Fixed a standard helper parenting issue when creating a "Character" modelbase.

 

Regarding the rounding issue:  The rounding is supposed to only happen if the model if classified as a "Tile" (the checkbox has defaults built-in for this, but you can use this checkbox to override those defaults).  What I found during testing, the section of code OTR mentioned was hit twice and it would always round on the first pass.  The second pass would take into account the model classification.  There are other sections of the code where it performs similar rounding operations, however I haven't done enough testing to determine if any of them have a bearing on the issue reported.

 

As always, the links remain in the first post

 

Thanks for your support,

 

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#133
Pstemarie

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Two things:

 

1) I had an odd thing happen to a tile model on export. I had checked the compile button to compile the tile on export, which it did, but all of the geometry for the walkmesh got erased from the .MDL file. However, the surface material properties under aabb in the ascii file was still there - just the verts and faces data was gone. The data WAS in the .WOK file.

 

2) I have a skinmesh from an old model that keeps crashing when exported on the new rounding feature you added - line 1274. I have the rounding box unchecked. The model exported fine about 6 months ago - the last time I worked on it.

 

EDIT: Crashing at the same point - line 1274 - whenver I try to export a model that has skinmesh. I've rolled back to v27, which worked fine for me.



#134
Michael DarkAngel

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Two things:

 

1) I had an odd thing happen to a tile model on export. I had checked the compile button to compile the tile on export, which it did, but all of the geometry for the walkmesh got erased from the .MDL file. However, the surface material properties under aabb in the ascii file was still there - just the verts and faces data was gone. The data WAS in the .WOK file.

 

2) I have a skinmesh from an old model that keeps crashing when exported on the new rounding feature you added - line 1274. I have the rounding box unchecked. The model exported fine about 6 months ago - the last time I worked on it.

 

EDIT: Crashing at the same point - line 1274 - whenver I try to export a model that has skinmesh. I've rolled back to v27, which worked fine for me.

 

1) I've tried multiple models from the simplest (single mesh) to more complex (multiple meshes, meshes with geometry outside of the tile boundaries) with no luck of replicating this issue.

 

Any chance you can send me a scene file prior to export?

 

2) Fixed.

 

Would like to fix issue #1 as well prior to making another release.

 

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  • Rolo Kipp aime ceci

#135
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1) I've tried multiple models from the simplest (single mesh) to more complex (multiple meshes, meshes with geometry outside of the tile boundaries) with no luck of replicating this issue.

 

Any chance you can send me a scene file prior to export?

 

2) Fixed.

 

Would like to fix issue #1 as well prior to making another release.

 

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 MDA

 

Well, I loaded the model version that experienced the walkmesh issue on export, exported it again and everything worked fine. I've tried exporting it multiple times and can't get it to delete the walkmesh geometry. I'm pretty certain at this point it was an isolated incident.



#136
Tarot Redhand

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I have a minor issue that has been there some time. Start up gmax. As the first action use the standard method to create an Aurorabase. The wizard that pops up has 3 checkboxes, a dropdown/combobox and a button marked finish. Everything works except the finish button is greyed out and remains so whatever I do. This means I can't automatically center it at the origin (0,0,0) or automatically load the standard helpers.

 

TR



#137
Michael DarkAngel

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I have a minor issue that has been there some time. Start up gmax. As the first action use the standard method to create an Aurorabase. The wizard that pops up has 3 checkboxes, a dropdown/combobox and a button marked finish. Everything works except the finish button is greyed out and remains so whatever I do. This means I can't automatically center it at the origin (0,0,0) or automatically load the standard helpers.

 

TR

 

mbWizard.png

 

You need to give your model base a name.  Once you do that, the button will be enabled.

 

I'll fix this in the next update so that it works as it does in 3DSMax where a name is not required.

 

Thanks for pointing this out.

 

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#138
Tarot Redhand

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Thanks for the fast response.

 

TR


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#139
Michael DarkAngel

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Now Available!!!

 

NWMax Plus v5.06.01

NWgMax Plus v5.06.01

 

The following applies to both versions:

 

  • Fixed a skinmesh rounding issue.

 

The following only applies to the gMax version:

 

  • Fixed the Model Base Wizard so that a name is no longer required.

Links remain in the first post

 

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  • Rolo Kipp aime ceci

#140
Tarot Redhand

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Wow that was Fast!!! Thanks for all these recent updates.

 

TR


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#141
Lord Sullivan

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Ok, one more personal issue I've just ran into. So with MDL Suite, I used to sometimes when required, move the pivots to fix crooked shadow casting with no effect to the models shape structure. All objects/parts would stick to its place regardless where the pivot was at.

 

However, when I attempt this with NWMax, in the modeling session everything is all good, you can move pivots positions and your model stays together(although this is a 3DMax feature and not a NWMax feature), but when I save my model and jump in the toolset to look it up, the models parts are moved with the pivots.

So what am I missing, what am I not doing for this to work as intended?



#142
Michael DarkAngel

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ResetXForm is your friend.

 

reset_x_form.png

 

Whenever I move anything I always use this prior to exporting.  Start by selecting everything, press the ResetXForm button, select your modelbase and export.

 

Hasn't failed me yet, but I usually end up with the kind of results you describe if I forget. ;)

 

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#143
Lord Sullivan

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Aaaaahhh! Thanks Michael, That does the trick.



#144
Shadooow

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The reload button really needs to reset current scene before. I can't imagine anyone who would want to reload model with something on the scene already (and if someone would want to do that, he can do it with Import like with vanilla NwMax imo).

 

Also thinking about whether the "hide fading objects" shouldnt keep also tilefade 2 (base). Because very often tiles contains a black coverage meshes with this settings and if NwMax plus hides them its harder to work with the objects left on the scene because there is disruptive void and usually unlike tilefade 1/4 there is nothing below these meshes. What do you think MDA?

 

 

Now, little request. Would it be possible to copy certain clean model routines? Because I found out that when I use CM3 for a tile and then open it in NwMaxPlus and reexport it (without any change) and then run through CM3 again it performs some of the fixes it did before.

 

This to be more specific:

 

  aabb node turfwok01 set to render 0
  aabb node turfwok01 set to shadow 0
  unused bitmap stone in aabb turfwok01 set to NULL



#145
Shadooow

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Oh and one more thing.

 

I use the gMax and often when Im exporting the model with a NWMax it crashes. This happens when I press the export button too early, earlier before the temp export happens.

 

While the crash can be canceled aka, the gMax is still working, I found that exporting doesn't work anymore up from this point. So I need to restart it anyway.

 

Might be a good idea to completely freeze GUI when the export is in process. I know its my fault and Im trying to be more patient and careful but it still happens to me time from time even due to a misclick on the export button. Because this can happen also with normal export button too.



#146
Pstemarie

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EDIT: Never mind, False alarm - I had forgotten to set 3ds Max to run as administrator (I hate UAC).

 

Compiled models are crashing NWMax when you try to import them.

 

maxcrash_zpsa89cb71c.jpg


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#147
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OK this has proven most vexing. I'm using Windows 8.1 and in order to import compiled models or export models I have to run 3DS Max as an admin. not a big deal BUT when running the program as an admin I can no longer drag textures directly to objects in the viewport. It is a security issue in Win 8. I've tried taking ownership of the Autodesk folder (and all subfolder), but nothing seems to fix this. I was able to get around this on my old computer - so that I can import/export and drag textures - but I cannot for the life of me remember how. Anyone know how to fix this.

 

I've also tried turning off UAC and giving Full control of the Autodesk folder to all user accounts but still get the same results.



#148
Rolo Kipp

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<telling things...>

 

I ran into this also. Do *not* run Max as administrator but *do* alter the security tab on the "Scripts" folder in the program directory so that users can write to it.

 

NwMax and a few other plugins use a temp file for exporting/importing and need to be able to write to that directory, but the drag and drop feature relies on *not* being admin.

 

<...to stay put>


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#149
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<telling things...>

 

I ran into this also. Do *not* run Max as administrator but *do* alter the security tab on the "Scripts" folder in the program directory so that users can write to it.

 

NwMax and a few other plugins use a temp file for exporting/importing and need to be able to write to that directory, but the drag and drop feature relies on *not* being admin.

 

<...to stay put>

 

YES, that's what I did. Thank-you, Rolo. I never would have rediscovered that in a million years.