Author Topic: Help with putting a GMax object into NWN  (Read 663 times)

Legacy_Tonden_Ockay

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Help with putting a GMax object into NWN
« on: January 12, 2016, 12:00:56 am »


               

Here is what I did in GMax


 


Tyr%203D%20Zig002.jpg


 


This is my first try at King Kalak's Zigguart from the Dark Sun campaign setting.


 


Now that I have this in GMax how do I go about taking this from GMax and putting it into the game?


 



               
               

               
            

Legacy_MerricksDad

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Help with putting a GMax object into NWN
« Reply #1 on: January 12, 2016, 02:49:04 am »


               

Due to the scale, perhaps PHoD could help you with that. He'll probably suggest that you use it as a placeable, rather than tiles. If you want to walk on it, you might need to first learn the very basics of tileset creation.



               
               

               
            

Legacy_Tonden_Ockay

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Help with putting a GMax object into NWN
« Reply #2 on: January 12, 2016, 03:30:56 am »


               

Ya I would like to just use it as a placeable.



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Help with putting a GMax object into NWN
« Reply #3 on: January 12, 2016, 04:12:55 am »


               

Pretty straightforward then... You have to hit it with a big brick...


 


OK, I'll expand on that just a tad...


 


First, ensure that all the parts of your Ziggurat have the "Aurora Trimesh" Modifier set on them. (You'll need to be running Gmax through NWmax, obviously...) (You'll find "Aurora..." down near the bottom of the list under the Modifier tab.


 


Next thing to do, assuming you haven't already, is to link your Ziggurat to a NWN AuroraBase...


Easiest way of doing that is to import an existing NWN Placeable or Creature - it doesn't matter what - into Gmax and then delete it all except for its AuroraBase and the "ignoreNgon". These should appear as a pale blue square outline and a pale blue triangle outline at ground level under the model.


Then, use the "Merge" option under Gmax's "File" menu to merge your Ziggurat Scene onto the little blue square and triangle which, by way of being small, will get hideously squashed.


 


LINK all your Ziggurat parts to the blue square of the Aurora Base. (Not to the triangle). OR, you can link one part of the Ziggurat to the base and link all the other parts to that first part. Doesn't really matter which way you do it for a basic Placeable. Selecting all parts of the Ziggurat and then linking them to the base is the simplest.


(Link tool is the icon that looks like two boxes tied together with string).


 


All you need do then is select the whole scene, Ziggurat meshes plus Aurora Base (and the nGon triangle), and then find "Export All" under the top rollout on the NWmax panel and press it. This exports the model, naturally.


 


This should give you a basic, working Placeable which, when you have renamed it and added a new entry for it in your Placeables 2da, should appear in Toolset and Game.


 


However - there are two other VERY OBVIOUS things I should mention.


First - as it stands, your Ziggurat will appear as a huge textureless blob until such time as you hit it with another brick to UVW map it. (You'll find that basic Gmax geometry fresh out of the forge, so to speak, doesn't accept textures. You'll just get a sort of colour change, at best. You need to use Gmax's UVW tools to apply textures and shift them about until they're where you want them).


Second - when you're certain the Ziggurat is the size you want it, you will need to create a PWK for it... otherwise, with no walkmesh, Creatures will walk straight through it which probably isn't what you want. Creating a PWK is very simple and done in Gmax - essentially creating a groundplan of the object, as high as you feel it needs to be, and linking it to a "...pwk" dummy linked to the AuroraBase. When that's done and you export the model, you should get both the model and a separate PWK file exported.


 


Those are the basic steps you need to take...


Obviously I'm not going into any details since I don't know what you do and don't know about Gmax yet or what manuals or tutorials you may have lying about. If you run into problems or just can't tell what the hell I'm talking about, just ask and I, or someone, will explain that stage further... or someone will probably point you at some suitable tutorial thing.



               
               

               
            

Legacy_TheOneBlackRider

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Help with putting a GMax object into NWN
« Reply #4 on: January 12, 2016, 09:59:23 am »


               

When you mastered the basics, you could try to make a walkmesh, which enables a character to walk up the placeable!


 


You can find more info here:


http://forum.bioware...walkmeshes-wok/


 


A finished example is here:


http://neverwinterva...-block-tile-wok


http://neverwinterva...tower-placeable


 


Info extract:


Placeable with a tile-WOK (and a PWK):

This placeable comes with a tile-WOK. It will override the area tile WOK under certain

circumstances:


Must be aligned with the tile grid = must have the position of a tile!

-> It should be a location value with "5" (eg. 15-25)

WOK material is ignored! It will be the sound and fx (eg. dust) of the tile.

The terrain tile must be fully walkable!

Only the z-achsis is overriding that of the tile.

Placeable must be set to static. If not, the WOK is ignored.


Not necessary for this model, but included for general information:

To block movement on a raised PLC-WOK with a (normal) placeable (eg. an invisible wall),

the blocking placeable must be on the ground, NOT on the same hight as the raised WOK!!!


 


Edit: Afterthought... But I'm not sure, if this works, if the placeable walkmesh is larger than ONE tile.



               
               

               
            

Legacy_Tonden_Ockay

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Help with putting a GMax object into NWN
« Reply #5 on: January 12, 2016, 01:00:21 pm »


               

Thanks guys I have never done any of this before. This is the first time ever using GMax or any program like it. So I have a lot to learn. I love all the info you all are giving. However since I have no real clue how to do any of this, its sounding like a lot of work that could take me some time to figure out. I will just have to take it one step at a time and keep baby stepping my way through it.  '<img'>


               
               

               
            

Legacy_TheOneBlackRider

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Help with putting a GMax object into NWN
« Reply #6 on: January 12, 2016, 03:45:37 pm »


               

Start simple: Import an exsisting placeable, rename the base (and maybe move around a few parts to make it look different) and export it into the override folder. Then add an according line to the placeable.2da (-> save to override folder) and see, if you can make it show up (eg. by placing a standard placeable and choose your appearance via the placeable property window).


If that worked, add an AuroraBase with the same name to your Zigguart (or merge your Zigguart scene with the NWN placable + remove all but the ignore_NGon01 and the pwk parts -> can be used later to create your pwk) -> link all the parts to the base and export it into your override folder. Now your model should show up.


 


And very important: Start Gmax with the NWmax-icon/exe (a black-green icon will appear in your system tray). Otherwise the export won't work.



               
               

               
            

Legacy_OldTimeRadio

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Help with putting a GMax object into NWN
« Reply #7 on: January 12, 2016, 05:24:47 pm »


               


When you mastered the basics, you could try to make a walkmesh, which enables a character to walk up the placeable!


 


You can find more info here:


http://forum.bioware...walkmeshes-wok/




Can't believe I somehow missed that freaking thread.  You just made my day, man!  Thanks for putting in the work on exploring that.


               
               

               
            

Legacy_TheOneBlackRider

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Help with putting a GMax object into NWN
« Reply #8 on: January 12, 2016, 10:17:49 pm »


               


Can't believe I somehow missed that freaking thread.  You just made my day, man!  Thanks for putting in the work on exploring that.




*blushes and bows*


Thank you for all your input throughout these years!


 




When you mastered the basics, you could try to make a walkmesh, which enables a character to walk up the placeable!


 


You can find more info here:


http://forum.bioware...walkmeshes-wok/


 


Edit: Afterthought... But I'm not sure, if this works, if the placeable walkmesh is larger than ONE tile.




OK, SORRY! I've been too fast with my post, it seems. ':whistle:'


This "placeable-WOK"-thing seems to be limited to placables, which have the size of a tile or fit within a tile (see link above a a few more details). So, if you want to make your pyramid walkable, it needs to be sliced into tiles.



               
               

               
            

Legacy_Tonden_Ockay

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Help with putting a GMax object into NWN
« Reply #9 on: January 12, 2016, 10:58:16 pm »


               

Ok thanks


               
               

               
            

Legacy_MerricksDad

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Help with putting a GMax object into NWN
« Reply #10 on: January 17, 2016, 04:22:30 am »


               

Just in case this text doesn't carry over til later on the kiwi chat:



merricksdad
Tonden, in Gmax there is a dropdown on the menu called Customize > Units Setup... in there, I set mine to Metric: cm. If it does not  stay that way from use to use, do it before opening a model file, then close gmax, then reopen. It should have stayed and become your new default setting. You can then scale your object exactly by measuring the difference between your object, and the new meter based grid. Using henesua's number might work too.
merricksdad
Tonden, I use gmax only. I previously used blender, but I get carried away and nothing I made in blender became useful.
merricksdad
The top of the world box is previously listed in the Omnibus as 140m. But I don't know if that was for visual or walkmesh height. The minimum for walkmesh is somewhere between 20 and 33m.
merricksdad
Compared to some of the skyboxes, even 140m is still within the 230-350m distance to  skybox mesh. Of course, not all skyboxes are that big, but for the size of your model, you aren't really exiting the realistic size for a placeable yet, so you don't need to worry.