Author Topic: Tile exporting problem with GMAX/3DSMAX and NWMax  (Read 407 times)

Legacy_CaveGnome

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
Tile exporting problem with GMAX/3DSMAX and NWMax
« on: November 28, 2014, 03:56:16 am »


               

I tried modifying the "evil shrine" tile (TID01_K02_01) from the Drow Interior Tileset and have been stucked at the export stage... When i link and do the export thing, sanity checks awaken and point a bunch of "vertex outside boundaries" for a lot of meshes. As a result the program aborts model exporting.


 


What confuses me is that i was reasonably sure that all standard Neverwinter tiles where 1000x1000cm in size (+500 to -500 in X, Y, Z) and you have to use a tile group to surpass those dimensions. But here even with the (no moded) original Bio tile there are vertexes surpassing these dimensions. And straightening the faulty vertexes on the +500/-500 boundary destroys the model geometry...


 


I can't even re-export the original Bio model after just loading it! I tried the few tricks i was able to summon (Reset XForm, despekle, tverts welding, pivot fixing, CleanModels) to no avail.


 


I would be very glad if someone can enlighten me. How can i export this particular model successfully after modifying it ? This is probably a simple beginner thing, but sorry, i can't figure it now.


 


Thanks


 


CG


               
               

               
            

Legacy_Michael DarkAngel

  • Hero Member
  • *****
  • Posts: 627
  • Karma: +0/-0
Tile exporting problem with GMAX/3DSMAX and NWMax
« Reply #1 on: November 28, 2014, 07:36:59 am »


               

As far as NWMax is concerned, the majority of original BioWare tiles are buggy and will throw sanity check errors.  Comes from BioWare's exporter being more lenient regarding what will cause an issue in-game.  Having said that, the only reason I can think you would be getting that error would be an issue with the walkmesh.  I have made many tiles with normal meshes outside of the +/-500 boundary.  However, having the walkmesh outside of that will cause an issue in-game.


 


If you can't find the issue and just want to export for testing, there should be a checkbox that you can use to turn off sanity checks completely.  And there might even be two.  One in the NWMax rollout, and one in the model base parameters rollout.  Trying to use my limited memory as I don't have any of the tools currently installed. '<img'>


 


icon_zdevil.gif


 MDA



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Tile exporting problem with GMAX/3DSMAX and NWMax
« Reply #2 on: November 28, 2014, 06:22:41 pm »


               

I agree, this sounds related to walkmesh only. I've made tons of tiles which were far larger than single tile size and they work just fine. I just have to use invisible tile + walkmesh for the other tiles.



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Tile exporting problem with GMAX/3DSMAX and NWMax
« Reply #3 on: November 28, 2014, 06:53:17 pm »


               

About half of the Bioware walkmeshes are rotated. Their rotation should be 0 or you'll get sanity check errors. Check if the walkmesh has a non-zero rotation and if its center is at 0,0 (z axis doesn't matter but, x and y have to be at 0).


If either the rotation or the center is wrong select the walkmesh, then the hierarchy tab and there click on 'Affect Pivot Only'.


Set the x and y co-ordinates and the rotation to 0. Then select the utilities tab and do a reset x-form. Collapse the x-form after that and the model should export without sanity check errors (unless there's something else wrong with it).



               
               

               
            

Legacy_CaveGnome

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
Tile exporting problem with GMAX/3DSMAX and NWMax
« Reply #4 on: November 28, 2014, 10:29:02 pm »


               

Problem solved! Thanks to all...


 


Yes, you can have a bigger tile than 1000 X 1000. I don't know exactly what the problem was, but i solved it modifying the sanity checks and tinkering with the Walkmesh.