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Autore NWMax
Brian Chung
Talentless Hack


Registrato il: 03 ott 2005
Da: Desk #12, oooo window!
Inviato: venerdì, 18 settembre 2009 10:11
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>
  Profilo: Brian Chung   Invia messaggio a: Brian Chung
B_Harrison
Game Owner
Profilo: B_HarrisonNWN
NWN: SoU
NWN: HotU


Registrato il: 06 mar 2004
Da: England
Inviato: venerdì, 18 settembre 2009 10:19
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 | Blog

Edited By B_Harrison on 09/18/09 22:20

  Profilo: B_Harrison   Invia messaggio a: B_Harrison
GerbenS
Game Owner
Profilo: GerbenSNWN
NWN: SoU
NWN: HotU


Registrato il: 29 mar 2006
Inviato: venerdì, 18 settembre 2009 11:10
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*
  Profilo: GerbenS   Invia messaggio a: GerbenS
Frith5
Game Owner
Profilo: Frith5NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Registrato il: 22 set 2002
Inviato: sabato, 19 settembre 2009 02:38
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
  Profilo: Frith5   Invia messaggio a: Frith5
Calgacus
Game Owner
Profilo: CalgacusNWN
NWN: SoU
NWN: HotU


Registrato il: 27 feb 2002
Da: Caledonia
Inviato: domenica, 20 settembre 2009 12:37
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.
  Profilo: Calgacus   Invia messaggio a: Calgacus
Jez_fr
Game Owner
Profilo: Jez_frNWN
NWN: SoU
NWN: HotU
Mass Effect PC


Registrato il: 02 set 2007
Inviato: lunedì, 21 settembre 2009 09:03
Sweet! BD

Thanks much for your dedication Brian!
_________________
Whitefall 2527 monde persistant SF francophone
My custom content
  Profilo: Jez_fr   Invia messaggio a: Jez_fr
Estelindis
Game Owner
Profilo: EstelindisNWN
NWN: SoU
NWN: HotU
Jade Empire:SE
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect PC


Registrato il: 17 mar 2002
Da: Dublin, Ireland (but currently in Paris)
Inviato: lunedì, 21 settembre 2009 04:32
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
AME
  Profilo: Estelindis   Invia messaggio a: Estelindis
Khuzadrepa
Game Owner
Profilo: KhuzadrepaNWN
NWN: SoU
NWN: HotU


Registrato il: 10 ott 2003
Inviato: mercoledì, 23 settembre 2009 03:58
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!!
  Profilo: Khuzadrepa   Invia messaggio a: Khuzadrepa
Calgacus
Game Owner
Profilo: CalgacusNWN
NWN: SoU
NWN: HotU


Registrato il: 27 feb 2002
Da: Caledonia
Inviato: mercoledì, 14 ottobre 2009 02:39
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.
  Profilo: Calgacus   Invia messaggio a: Calgacus
CalSailX
Game Owner
Profilo: CalSailXNWN
NWN: SoU
NWN: HotU


Registrato il: 28 set 2004
Da: USA
Inviato: mercoledì, 14 ottobre 2009 08:26
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
  Profilo: CalSailX   Invia messaggio a: CalSailX
lordofworms
Game Owner
Profilo: lordofwormsNWN
NWN: SoU
NWN: HotU
NWN 2


Registrato il: 06 feb 2005
Inviato: mercoledì, 14 ottobre 2009 08:47
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
Profilo: Builder_AnthonyNWN
NWN: SoU
NWN: HotU
NWN 2


Registrato il: 18 lug 2006
Inviato: domenica, 18 ottobre 2009 02:32
Mmmm im confused, whats this in english .It makes things easier for the model users or something?
  Profilo: Builder_Anthony   Invia messaggio a: Builder_Anthony
CalSailX
Game Owner
Profilo: CalSailXNWN
NWN: SoU
NWN: HotU


Registrato il: 28 set 2004
Da: USA
Inviato: lunedì, 19 ottobre 2009 05:23
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

  Profilo: CalSailX   Invia messaggio a: CalSailX
Darkophagus
Game Owner
Profilo: DarkophagusNWN
NWN: SoU
NWN: HotU


Registrato il: 23 gen 2007
Inviato: domenica, 01 novembre 2009 05:45
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
  Profilo: Darkophagus   Invia messaggio a: Darkophagus

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