A new version of CM3 is available on NeverWinterVault http://neverwinterva...er/cleanmodels3
It's there for free, to do what you like with. All the new Prolog dll's it needs are included in the download bundle, along with an updated users guide.
Compared to versions 3.2.3 or 3.3.1, CM3.5.1 runs faster, has more checks and fixes and more options, compensates better for the quirks of nwnmdlcomp and NWMax and can read binary models directly without you needing to decompile them first.
I won't be doing much in the way of support, so if you try it and think it's broken say so, but it will probably stay broken.
OMB
CleanModels 3.5.1
Débuté par
OldMansBeard
, juil. 24 2013 04:59
#1
Posté 24 juillet 2013 - 04:59
#2
Posté 24 juillet 2013 - 05:27
Thank you for your contributions. I have never worked with models but I am sure one day I will dabble and it is only due to community members like yourself.
#3
Posté 24 juillet 2013 - 05:44
Thanks, OldMansBeard!
#4
Posté 24 juillet 2013 - 06:49
Thanks OldMansBeard always great tool
#5
Posté 24 juillet 2013 - 07:01
Excellent! And Thanks.
#6
Posté 24 juillet 2013 - 07:20
I use this everyday OMB, without it,my feeble attempts at modelling would all look like crap. I thank you profusely. And now, no need to decompile is awesome !
Will give it a go later for sure.
Will give it a go later for sure.
#7
Posté 24 juillet 2013 - 08:02
thank you so much for your work:)
#8
Posté 24 juillet 2013 - 09:47
Thanks for all you have done!!!

MDA
MDA
Modifié par Michael DarkAngel, 24 juillet 2013 - 09:48 .
#9
Posté 24 juillet 2013 - 11:52
Thanks OMB - great to see you're still around. Hopefully, you'll continue to drop in and chat once in a blue moon. If not, take care of yourself old chap.
#10
Posté 25 juillet 2013 - 02:40
Thank you OMB.
#11
Posté 26 juillet 2013 - 01:01
*Hands OMB his biggest, shiniest medal* Thanks OMB.
#12
Posté 28 juillet 2013 - 07:11
well thanks a LOT!! is this one version able to clean animeshed tiles too?
#13
Posté 28 juillet 2013 - 07:35
<a pile on of praise>
Thank you very much OMB!
Your many contributions to our beloved Nwn shall be utilized with gratitude forever.
Access to compiled models is a way smoother workflow (and options galore).
<humbly...Thank you again>
Thank you very much OMB!
Your many contributions to our beloved Nwn shall be utilized with gratitude forever.
Access to compiled models is a way smoother workflow (and options galore).
<humbly...Thank you again>
#14
Posté 28 juillet 2013 - 08:04
@s e n
Yes. If you import a tile that already has one or more animmesh nodes, it will check them and clean them up along with everything else.
If the animmesh is wavy water (as in TNO), you have the option to remove it (if you didn't like it) or keep it.
If the tile just has flat water and you want it animmeshed to make it wavy, it can do that for you too, with a random pattern. Just tell it how high you want the waves. The way it works is slightly more sophisticated than the old versions, so read section 6.5 in the new user guide for precise details.
Yes. If you import a tile that already has one or more animmesh nodes, it will check them and clean them up along with everything else.
If the animmesh is wavy water (as in TNO), you have the option to remove it (if you didn't like it) or keep it.
If the tile just has flat water and you want it animmeshed to make it wavy, it can do that for you too, with a random pattern. Just tell it how high you want the waves. The way it works is slightly more sophisticated than the old versions, so read section 6.5 in the new user guide for precise details.
Modifié par OldMansBeard, 28 juillet 2013 - 08:09 .
#15
Posté 28 juillet 2013 - 09:20
all right double thanks then, it may come handy in more than one occasion!
#16
Posté 28 juillet 2013 - 10:05
Thank you soooo much for releasing this version OMB. As you know I tended to use whatever latest/greatest version you developed while you were helping CTP and I am glad to see those extra features now released to the public!
Folks, if you have not already done so, grab this Utility, read the documentation, and play around with it.
It is entirely invaluable when working with orignal Bioware sorce tilesets, and likely nearly as invaluable when working with a tileset released by anyone else as well. There are some exceptions out there of course, but 99% of tilesets could use a pass through the CM3 program to clean up well known, but easily forgotten errors that are generated with various export/import utilities that are used by the general CC comunity. Some folks insist that The bioware export/import tools are better, some folks insist that the set of tools released by other folks are better, I can tell you without doubt that BOTH of those import/export script sets have issues, some worse that others, but neither one is bug free. CM3 will fix them both as well as some other errors that folks may not care sooo much about or know about.
OMB has a phiosophy that anything that CAN be fixed, SHOULD be fixed if it is possible to be fixed. CM3 has evolved overtime to handle whatever bugs he can identify and to fix them, (or not if you choose). He has built into CM3 some extra features that you may or may not find useful, ways to raise or lower entire tilesets, ways to cleanup edge tiles to remove crap that is not used by the engine for an edge-tile, so it then loads the tile(s) faster. Ways to handle water to make it appear more animated, ways to adjust lighting etc... the list goes on and on.
Give CM3 a try, I sincerely doubt that you will be disappointed. If you set it up correctly, with different inut/output folders, even if it does something you do NOT like, you can easily revert.
A well designed user interface, and a smashingly good set of tools.
Thanks again OMB, CTP would never have been able to accomplish the number of sets we released without your CM3, oh we could have fixed the bugs, but it would have taken years longer to accomplish!
P.S. last couple of edits was to correct spelling issues caused by my fat fingers on such a friggin small keyboard!
Folks, if you have not already done so, grab this Utility, read the documentation, and play around with it.
It is entirely invaluable when working with orignal Bioware sorce tilesets, and likely nearly as invaluable when working with a tileset released by anyone else as well. There are some exceptions out there of course, but 99% of tilesets could use a pass through the CM3 program to clean up well known, but easily forgotten errors that are generated with various export/import utilities that are used by the general CC comunity. Some folks insist that The bioware export/import tools are better, some folks insist that the set of tools released by other folks are better, I can tell you without doubt that BOTH of those import/export script sets have issues, some worse that others, but neither one is bug free. CM3 will fix them both as well as some other errors that folks may not care sooo much about or know about.
OMB has a phiosophy that anything that CAN be fixed, SHOULD be fixed if it is possible to be fixed. CM3 has evolved overtime to handle whatever bugs he can identify and to fix them, (or not if you choose). He has built into CM3 some extra features that you may or may not find useful, ways to raise or lower entire tilesets, ways to cleanup edge tiles to remove crap that is not used by the engine for an edge-tile, so it then loads the tile(s) faster. Ways to handle water to make it appear more animated, ways to adjust lighting etc... the list goes on and on.
Give CM3 a try, I sincerely doubt that you will be disappointed. If you set it up correctly, with different inut/output folders, even if it does something you do NOT like, you can easily revert.
A well designed user interface, and a smashingly good set of tools.
Thanks again OMB, CTP would never have been able to accomplish the number of sets we released without your CM3, oh we could have fixed the bugs, but it would have taken years longer to accomplish!
P.S. last couple of edits was to correct spelling issues caused by my fat fingers on such a friggin small keyboard!
Modifié par Bannor Bloodfist, 28 juillet 2013 - 10:18 .
#17
Posté 29 juillet 2013 - 09:58
@Bannor
Thanks, ol' friend.
I'm not planning to do any more work in the NWN world myself, just clearing the decks, but I thought, as CM3.5 existed, folks here might as well have it.
It's as much your brainchild as mine, though. It's an archive of the practical knowledge about how to fix and improve models, that was built up over the years by the CTP team under your inspired leadership. Quite literally a knowledge archive, because it's programmed as an IKBS. So people can go on getting the benefit of that expertise when we're not around and using it as a springboard for their own work. In that way, it's part of the CTP's legacy, just as our finished tilesets are.
Except, now, it doesn't just do tilesets.
OMB
Thanks, ol' friend.
I'm not planning to do any more work in the NWN world myself, just clearing the decks, but I thought, as CM3.5 existed, folks here might as well have it.
It's as much your brainchild as mine, though. It's an archive of the practical knowledge about how to fix and improve models, that was built up over the years by the CTP team under your inspired leadership. Quite literally a knowledge archive, because it's programmed as an IKBS. So people can go on getting the benefit of that expertise when we're not around and using it as a springboard for their own work. In that way, it's part of the CTP's legacy, just as our finished tilesets are.
Except, now, it doesn't just do tilesets.
OMB





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