Brian Chung
Talentless Hack

Joined: 03 Oct 2005 From: Desk #12, oooo window! |
Posted: Friday, 18 September 2009 10:11PM |
Current progression:
- Redesigned interface, using a customizable toolbar. - Meaning, you can assign what rollout tools you want to use, so depending on the task you're working on, you only see those tools. I.e. If you're animating, you can set it to only display the animation tools, and remove all the modeling ones. - Every tool rollout has a HTML link to the Wiki CCG (which I have to put back up this weekend). No more hunting for docs or trying to remember which chapter in the PDF that its in. - AuroraBase: Aurora model bases are now hard-linked to the classification. This was a necessary change from the original because on AuroraBase creation, it also makes the helpers for that type (the PWK + use nodes on placeables, main/sourcelights for tiles, etc.). I don't really want to start adding in code to juggle all the possible helpers when switching types around. - AuroraBase: The base creation buttons are now set to the standard types you would make, and internally remaps that name to the appropriate NWN classification. i.e. Placeables automatically gets set to 'Other' for instance, no more trying to remember what is for what. - Helpers: Helpers rename themselves if the parent AuroraBase is renamed, and auto-checks and corrects for name>16 characters. - Meshes: So far I've got regular Trimesh mesh objects exporting, need to work on the others. - Materials: I know some people are big on the multimaterial style of modeling, so there's support in the way of a tool that will break up a multi-material mesh for you. - Tiles: Half-way through integrating Velmar's Tileset Creator tool into NWMax. Currently, if the model type is set to Tile, the rollout is active and you can set the terrain, crossers, doors, pathnodes, etc. You still have to make a Tileset object that will contain your terrain and crosser information however. - Tools: lots of small ones like repositioning the pivot to certain common locations (center, center and bottom), or autoflatten/repack UVWs for textures.
In progress: - Emitters: Linking AuroraEmitters to a regular Max particle system. It won't be perfect exact, but at least it'll give you a better idea of how it looks without having to export and view it within NWN all the time. - Tiles: There's a new field for preferred .SET index so if you are modifying a .SET around, it retains it's position (this will get set after your first .SET export). - Tiles: Integrate Velmar's TSC Set Manager. - Tiles: Integrate/update my Tileset Generator to the new format. This tool automatically generates all the variations for a tileset to cut down on trying to figure out what needs what. More info on using it to come (i.e. once I finish and get the Wiki link working). - AuroraBase: Importing. Also support hierarchies, as the old NWMax did not respect it so importing multiple creatures ends up with all the torsos parented to the first rootdummy, etc. - Animations: everything!
Concerns: - AuroraBase: converting from previous NWMax scenes. oi, don't want to think about this! =( - NWMax: retain gMax support.
I'm currently focusing on tiles as I have a tileset I want to make and this lets me put it through the stress test with making one from scratch.
If anyone has any frequently used processes that would be better served as an automated script, let me know and I'll see about integrating it. Try to limit it to tiles as that's what I'm currently working on.
And no, I will not make a TreeMaker(tm) or MakeCreatureRidable(tm) tool.
The MakeAwesomeArt(tm) stays Bioware internal.  _________________ O o . <'))))><) - Fear the trout. <hypno>send chocolate</hypno> |
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B_Harrison
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 06 Mar 2004 From: England |
Posted: Friday, 18 September 2009 10:19PM |
Sounds fantastic Brian! I really hope everything makes it into a Gmax-compatible version though, for penniless hacks like me.
If it does, I'd definitely make use of the SendChocolateToBrianChung tool, if you know what I'm saying. _________________ ~Ben Mods | BlogEdited By B_Harrison on 09/18/09 22:20 |
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GerbenS
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 29 Mar 2006 |
Posted: Friday, 18 September 2009 11:10PM |
Quote: Posted 09/18/09 22:19 (GMT) by B_Harrison
Sounds fantastic Brian! I really hope everything makes it into a Gmax-compatible version though, for penniless hacks like me.
*echoes this* |
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Frith5
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 22 Sep 2002 |
Posted: Saturday, 19 September 2009 02:38AM |
Great to hear, Brian. Thanks!
Ben: SendChocolateToBrianChung tool, if you know what I'm saying.
Has somebody been watching too much Who's Line Is It Anyway, if you know what I mean?
JFK _________________ My other sword is a +5 Holy Avenger JFK Fish Click Here JFK Makeshift Weapons Click Here |
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Calgacus
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 27 Feb 2002 From: Caledonia |
Posted: Sunday, 20 September 2009 12:37PM |
It is really impressive how much passion and dedication the NWN community still has after so long. Even though Brian Chung is at Bioware I think he's doing this project on his own time not Bioware's.
I hope you keep NWMax GMax-compatible since my old rig would probably crawl under 3dSMax, and give it great documentation since I'm a graphics novice and hardly know where to begin. If I can get into this maybe I'll take a shot at building my Isle of Lewis chessmen or even just a smaller and slightly more detailed standard staunton set. |
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Jez_fr
Game Owner
NWN NWN: SoU NWN: HotU Mass Effect PC
Joined: 02 Sep 2007 |
Posted: Monday, 21 September 2009 09:03AM |
Sweet! BD
Thanks much for your dedication Brian! _________________ Whitefall 2527 monde persistant SF francophone My custom content |
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Estelindis
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 17 Mar 2002 From: Dublin, Ireland (but currently in Paris) |
Posted: Monday, 21 September 2009 04:32PM |
Great news. Thank you, Brian! I look forward to being able to try it out.  _________________ KotOR Heads FR Cloaks CTP Releases - incl. CTP Babylon ProjectQ - beta, sweet beta! AME |
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Khuzadrepa
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 10 Oct 2003 |
Posted: Wednesday, 23 September 2009 03:58AM |
This is FANTASTIC Brian!! *fills the chocolate dispenser for Ben* _________________ Aglarond - Kingdom of the Simbul PW: 2 years of discussions, concepts, and modifications before we even thought about building!! |
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Calgacus
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 27 Feb 2002 From: Caledonia |
Posted: Wednesday, 14 October 2009 02:39PM |
Looking forward to this. What versions of 3DSMax will work with this latest stuff? Any idea yet if GMax will still be enough? Anyone working on new 3D Modeling tutorials in the works to show off the latest stuff? I was looking at an old one designed for 3dsmax version 4. I have Gmax and 3dsmax version 8 and 9 but never used them. |
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CalSailX
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 28 Sep 2004 From: USA |
Posted: Wednesday, 14 October 2009 08:26PM |
Quote: Posted 09/18/09 22:11 (GMT) by Brian Chung
- AuroraBase: Importing. Also support hierarchies, as the old NWMax did not respect it so importing multiple creatures ends up with all the torsos parented to the first rootdummy, etc.
Chuckles... Ran into this one myself... rubbs dent in skull
Hope you can retain the GMax support in NWMax
Thanks for all the hard work that makes generating CC for NWN just that much easier for guys like me  |
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lordofworms
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 06 Feb 2005 |
Posted: Wednesday, 14 October 2009 08:47PM |
the vfx and the non parenting of multiple models alone !!!!! has me giddy with excitement!!!!! _________________ Click Here |
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Builder_Anthony
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 18 Jul 2006 |
Posted: Sunday, 18 October 2009 02:32AM |
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Mmmm im confused, whats this in english .It makes things easier for the model users or something? |
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CalSailX
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 28 Sep 2004 From: USA |
Posted: Monday, 19 October 2009 05:23AM |
Quote: Posted 10/18/09 02:32 (GMT) by Builder_Anthony
Mmmm im confused, whats this in english .It makes things easier for the model users or something?
In english: NWMax is a program/plugin used with 3D modeling apps like GMAX or 3DSMax that I can use to do work on a model that would have taken hours or days without it in just a few mouse clicks!
Without NWMax building or changing 3D models to use in NWN would be brain numbingly slow in my case. Afraid my pool of talent is rather shallow. So NWMax and VelsTools are a great help when I'm trying to do anything at all with a model!
There's a lot of CC on the vault that just won't be there if not for the work of Brian Chung and others who gave the community the tools to build with!
I don't find myself playing in the ascii text of a decompiled model very often, but when I do I'm glad it's not something I have to do all the time for lack of tools!Edited By CalSailX on 10/19/09 05:26 |
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Darkophagus
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 23 Jan 2007 |
Posted: Sunday, 01 November 2009 05:45PM |
Quote: Posted 09/18/09 22:11 (GMT) by Brian Chung
Current progression:
- Every tool rollout has a HTML link to the Wiki CCG (which I have to put back up this weekend). No more hunting for docs or trying to remember which chapter in the PDF that its in.
I seem to be having issues accessing the Wiki CCG..... Has something happened? Am hoping its just a temporary thing causing the page to not be there. I'm new to modeling and am desperate to get ahold of the info from the Wiki CCG even if it means I have to sift through many pages of the PDF. If anyone can point me to a good working link to the info it would mean the world to me right now. Thanx  |
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