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Author NWMax
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.
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<'))))><) - Fear the trout. <hypno>send chocolate</hypno>
  Profile: Brian Chung   Send Message To: Brian Chung
B_Harrison
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Profile: B_HarrisonNWN
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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.
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Edited By B_Harrison on 09/18/09 22:20

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GerbenS
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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
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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
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Calgacus
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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
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Joined: 02 Sep 2007
Posted: Monday, 21 September 2009 09:03AM
Sweet! BD

Thanks much for your dedication Brian!
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Estelindis
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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.
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Khuzadrepa
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Joined: 10 Oct 2003
Posted: Wednesday, 23 September 2009 03:58AM
This is FANTASTIC Brian!! *fills the chocolate dispenser for Ben*
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Calgacus
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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
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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
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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!!!!!
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Builder_Anthony
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Joined: 18 Jul 2006
Posted: Sunday, 18 October 2009 02:32AM
Mmmm im confused, whats this in english .It makes things easier for the model users or something?
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CalSailX
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Profile: CalSailXNWN
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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
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Profile: DarkophagusNWN
NWN: SoU
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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
  Profile: Darkophagus   Send Message To: Darkophagus

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