Author Topic: NWMax "Plus"  (Read 2258 times)

Legacy_Shadooow

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NWMax "Plus"
« Reply #15 on: March 15, 2014, 10:25:41 am »


               

Any chance to get back keeping last imported model path in the MDL Loading tab? This is especially annoying when I use script and the path changes to the folder with scripts and I have to list the path back again, when with vanilla NWMax I dont need to because


1) I either resetting the scene because I messed it up and want to load the same model again


2) I can edit the path manually in the window and change the 01 to 02 etc.


 


This is currently the only reason why Im still using the vanilla version.



               
               

               
            

Legacy_Shadooow

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NWMax "Plus"
« Reply #16 on: March 26, 2014, 12:40:41 am »


               

Btw is it possible to hide fadable objects on the scene? Mean automatically with a single click. If not, I could write a script for that myself but it would be nice to have this somewhere in GUI for easier use, what you think?



               
               

               
            

Legacy_Pstemarie

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NWMax "Plus"
« Reply #17 on: November 13, 2015, 12:11:20 pm »


               

Just a few quick notes/tips for those using the minimapper...


 


1. The minimap tool uses the 3dsMax to render the tile before creating the map image. The 3dsMax does NOT render objects that have a texture with an alpha. however, there is a work around...


 


2. Move the tiles you are going to map to a temporary folder. Create copies of the associated TGA textures in the same folder and REMOVE the alpha channel. When you use the minimapper, your textures will be rendered correctly. 


 


I discovered this when making maps for the road tiles in Q - the roads were not rendered on the image. I also had a new river tile that had no water  ':blink:' I was able to get the roads and water to render by following the steps in note 2 above.


               
               

               
            

Legacy_Michael DarkAngel

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NWMax "Plus"
« Reply #18 on: November 18, 2015, 06:09:31 am »


               

Found a way to do this without needing to duplicate textures.  However, this will not currently work with nwMax Plus.  It will work with VelTools.


 


For any alpha texture that you want to render properly, you will need to make the following changes in the Material Editor:


 


For the Diffuse Map, expand the Bitmap Parameters rollout and change the Alpha Source setting from Image Alpha to None (Opaque).


Now apply the same texture as an Opacity Map, expand the Bitmap Parameters rollout and change the Mono Channel Output setting from RGB Intensity to Alpha, verify that the Alpha Source setting is Image Alpha.


 


You should see the effects of these changes in the Material Editor's sample slots and if you have a perspective viewport, you should see the changes there as well.


 


When using VelTools you should hide any non-rendering meshes, and ignore_NGon triangles prior to creating your minimap, VelTools will hide helper objects, (not sure about emitters).


 


Not fully tested, so I would suggest exporting your tile, and saving your work prior to making the above changes to any materials.


 


If feedback is positive on doing it this way, I can look into having nwMax Plus programmatically apply these changes when loading the tile during the Minimap Maker process.


 


VelTools works with tiles that are in the current scene.  In theory, you could load an entire tileset and VelTools would create a minimap for every tile that was parented to an AuroraBase helper.  I say "in theory" because I have only tested it with four tiles.


 


Never stop learning


 


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