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Gmax Tile Question


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#1
Tonden_Ockay

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How hard is it to take a Tree from one tile and put it on another tile using Gmax?

 

I think I will try it when I get time in the next few days. One would think you just unlink the tile with the tree and move it to the other tile and link it. But there may be a lot more work to it then just that.


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#2
Quevy

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I'm still not very experienced but could you do it this way. You can import the tile or positionable tree that you want, delete everything except the tree model, imported the tile where you want to place and position.
At this point, two things are important: tree link to the tile (select and link, the third button in the upper left), change the wok so that the area around the tree is not walking.

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#3
Frush O'Suggill

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Import the tree tile, and delete everything you don't want. Check to see if any of it was originally linked to an animation dummy (this is often done with the foliage parts). If the tree is made of multiiple meshes, create a dummy at its position and link all the parts to it. This will make it much easier to reposition it, since you'll only need to move the dummy. Then import the second tile, and position the tree where you'd like it. Make note of the new tile's walkmesh - if you can put the tree inside one of its polygons, it will be much easier to adjust the materiial type for that one poly to nonwalkable. If not, don't forget to modify the walkmesh to have a nonwalkable area around  the tree.

 

Check if the second tile's tileset uses tree foliage linked to an animation dummy. If it does, and the tile doesn't have one, you'll have to make it. It's just a simple dummy at 0 0 0 with a particular naming convention, ie for tile tcn01_a01_01 the dummy is named tcn01_a01_01a and is linked to the Aurora base.

 

Then just link the parts of the tree to the appropriate parents, delete the dummy you made just to move the parts around, and you're done.


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#4
Tonden_Ockay

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Thanks " Quevy " and " Frush O'Suggill "

 

I'm going to copy and past this onto a word Doc so I have it. I have a few other things I want to do with the tileset before I trying to tackle this and I know these forums are going away.



#5
Tonden_Ockay

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Ok I was able to get a tree from one tile to another tile in Gmax. The tile I added the tree to didn't have anything on it so the walk mesh allows you to walk everywhere. So my question is how do I make it so you can't walk through the tree when I put it in the game?



#6
Tonden_Ockay

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I put the tile in the game and it looks good but you can walk through the tree  :(



#7
Frush O'Suggill

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You'll need to modiify the walkmesh to have a nonwalkable area around the tree. How you do this depends on how complex the walkmesh is.

 

If it's a flat tile with all one material type, like a flat grass tile, you can usually just move around the walkmesh verts until you have a couple of polys that roughly conform to the trunk's "footprint"

 

If it's more complicated, you can try using the "cut" function to cut an outline around the footprint without disturbing the rest of the walkmesh. You'll find it under "edit geometry" when you have "polygon" selected in the editable mesh dropdown. If you do this, try to avoid making new faces that are thin slivers. The simpler, the better.

 

Once you're satisfied, select the walkmesh faces under the tree trunk, go to "surface properties," and set the Material ID to 7. If everything goes right, you'll now have a corporeal tree.


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#8
Tonden_Ockay

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Option #1 - Ok I have the MDL in GMax and I have the Walkmesh selected, but its just a square box. What do I need to do to get it so i can see and move the walkmesh verts?

 

 

Option #2 - I selected the tree roots which is the part of the tree that touches the ground tile but I can't seem to find the cutting tool



#9
T0r0

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I took it one step further in my expansion,, Instead of I'd #7,,,I extruded the faces upward and made them #2, which blocks LOS. I did this for all trees and significant sized objects,. Just my personal preference.
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#10
Tonden_Ockay

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That sounds like something I would like to do but I cant find out how to make a spot on a tile non walkable let alone LOS.



#11
T0r0

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Remember that rabbit hole ??? Well now you stepped into the realm of editing actual meshes.. Prepare your mind for further expansion...

OK, so to give you one last chance to turn away from the abyss of faces and vertices, here's something I did before I learned to mess with them.

So say you got a tree you want to transplant.. In max, hide everything except the tree trunk and the wok. Select the wok so u can see all the edges, and choose some faces that roughly represent the size of the trunk footprint, like Frush said above.. Ideally this will save you from editing geometry.. Then continue with the steps he posted..
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#12
Tonden_Ockay

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Thanks for trying to help me " Frush O'Suggill " and " T0r0 "

 

 

So say you got a tree you want to transplant.. In max, hide everything except the tree trunk and the wok.

 

Ok how do I hide everything? I’m guessing I turn something off somewhere so you can’t see them like you can with placeables, sounds and things in the NWN toolset.

 

 

Select the wok so u can see all the edges, and choose some faces that roughly represent the size of the trunk footprint, like Frush said above..

 

I’m not sure what you mean by faces.

 

 

Ideally this will save you from editing geometry.. Then continue with the steps he posted.. 

 

 

 

Sorry I really don’t know anything at all about Gmax I’m trying to use this program like a blind man trying to operate a spaceship he has never been it and knows nothing about. That is right I’m totally lost in this program. 



#13
T0r0

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Now I consider myself a newb and no where near the level of six or zwerk but I feel strongly that there are some good practices you should start to develop now that you are starting. It might save you some headaches later on.
Prior to export, there are a few things i check..

**I'm wiring this from memory on my phone, so anyone feel free to correct me **

1. In faces sub menu, there's a show normals tick box. I set this to 100 and always check for unintentional downward faces.

2. Velrools : always check for faceless geometry and remove isolated vertices

3. Always remove all smoothing groups from the walkmesh/wok ..

This is just my mental checklist I do right before I export.. I'm sure others might have other suggestions... You'll figure it out !!
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#14
Tonden_Ockay

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Ok I think I found out how to hind things. Although I don't know how to unhide them, but I can't see anything but the tree trunk and the walk mesh now.



#15
Tonden_Ockay

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OK I found the unhide all button.

 

I was looking at the old tile in GMax and seen where the tree roots was that they moved the walk mesh in a way so that no lines crossed each other under the tree trunk. So I'm guessing when that is done it makes it unwalkable in that spot. Am I right?

 

If I'm right how do I grab the mesh lines and move them around?



#16
Tonden_Ockay

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So if I move the Vertex in a way so there are none crossing under the treetrunk will this make that area unwalkable?



#17
Tonden_Ockay

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Ok under Modify

 

on the right hand side

 

with Walkmesh selected 

 

Under Selection

 

I found Vertex, Edge, Face, Polygon, and Element

 

 

 

 

Ok I can delete a part of the walk mesh this should help with walking through the tree but not with LOS right?



#18
Tonden_Ockay

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Ok deleting it worked so I no longer can walk through the tree :) However when I Extrude the area then I can climb the tree in game :( . Which isn't what I want. So how did you do it for LOS?



#19
T0r0

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Whoa !! You're getting ahead of yourself.. Please make sure you're making backups ..

Simply moving vertices or edges doesn't make anything unwalkable..its the id# assigned to that face that defines it.

#20
Tonden_Ockay

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WoW do you know what all I can do with NWN now knowing just this little bit about reworking tiles using Gmax. I mean WOW my heads about to explode with all the ideas running through it. I can add trees, bushes, and all kinds of stuff to a tileset now. Well I think I will be able to anyway. One problem I don't have enough hours in a day lol.



#21
Tonden_Ockay

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Yes I have back ups. I learnt the hard way with that. 

 

What I did to get the are unwalkable was delete pard of the walk mesh.

 

So I don't need to delete part of the walk mesh I can just give it a #2 and it will be unwalkable and block LOS?



#22
T0r0

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When extruding faces to represent a big boulder or tree , keep the shape simple,, remember to trimesh the extruded faces. Also be careful of overhangs. For example if you have a simple box with 8 vertices. The 4 on top should not have the same x,y coordinate as the bottom four.. They should inwards slightly...
I feel I may have shared too much too quickly, lol.. I'm sorry if what I said I led to confusion..
As far as moving, creating meshes,, that's basic max stuff and utube is your friend.. Also those basic lok videos on the vault are great to see.. Check those out !!
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#23
Tonden_Ockay

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So is deleting a spot of the walk mesh under the tree trunk the wrong way to go about it?

 

I have played around with the Extrude button a little but I really don't understand how to use it. 

 

 

I took a look at the old tile the tree was on and it has a spot of the walk mesh under the tree trunk that is purple. I'm guessing that is the unwalkable part of the mesh, how did they do this?



#24
Tonden_Ockay

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Question do I want to keep the lighting from the tile I'm taking the tree from? Or delete it and use the lighting from the new tile I'm going to link the tree to?



#25
Tonden_Ockay

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OK 

 

 

What did I do wrong?

 

 

 

Checking node ztr01_f02_01
Checking node walkmesh
Bad Edge: 6 Vert pair: [450,500,1000],[375,500,975]
Bad Edge: 8 Vert pair: [375,500,975],[250,500,875]
Bad Edge: 12 Vert pair: [-375,500,515],[-450,500,500]
Bad Edge: 27 Vert pair: [125,-500,750],[250,-500,875]
Bad Edge: 30 Vert pair: [250,500,875],[125,500,750]
Bad Edge: 33 Vert pair: [0,-500,650],[125,-500,750]
Bad Edge: 36 Vert pair: [125,500,750],[0,500,650]
Bad Edge: 39 Vert pair: [-125,-500,600],[0,-500,650]
Bad Edge: 42 Vert pair: [0,500,650],[-125,500,600]
Bad Edge: 45 Vert pair: [-250,-500,550],[-125,-500,600]
Bad Edge: 48 Vert pair: [-125,500,600],[-250,500,550]
Bad Edge: 51 Vert pair: [-375,-500,515],[-250,-500,550]
Bad Edge: 54 Vert pair: [-250,500,550],[-375,500,515]
Bad Edge: 75 Vert pair: [375,-500,975],[450,-500,1000]
Bad Edge: 81 Vert pair: [250,-500,875],[375,-500,975]
Bad Edge: 83 Vert pair: [-450,-500,500],[-375,-500,515]
Bad Edge: 85 Vert pair: [-500,500,500],[-500,375,500]
Bad Edge: 89 Vert pair: [-450,500,500],[-500,500,500]
Bad Edge: 104 Vert pair: [-500,-500,500],[-450,-500,500]
Bad Edge: 109 Vert pair: [500,375,1000],[500,500,1000]
Bad Edge: 110 Vert pair: [500,500,1000],[450,500,1000]
Bad Edge: 131 Vert pair: [450,-500,1000],[500,-500,1000]
Checking node ground
Checking node line01
Checking node rectangle60
Checking node line205
Checking node line207
Checking node line206
Checking node line208
Checking node rectangle13
Checking node line203
Checking node treetop01
Checking node line204
Checking node line202
Checking node line201
Checking node roots
Checking node trunk_mid
Checking node trunk_top
Checking node ngon20
Checking node ztr01_f02_01ml2
Checking node ztr01_f02_01ml1
Checking node ignore_NGon01
 
 
 
 
Edit: All I did was open a tile deleted all but the tree and line01. Then imported the new tile moved the tree and bush a round on the tile. Last I linked everything to the AuroraBase.