Author Topic: NWgMax export issue  (Read 1408 times)

Legacy_Shadooow

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NWgMax export issue
« on: March 13, 2014, 06:20:50 pm »


               

Im working on some tiles and exporting from NWgMax causes someserious issues to me.


 


issue #1: rounding, I have two meshes that are connected to each other, at this connection two vertices are from each object and before export they all were at same position (X,Y,and Z = 169.5). After export, when I reloaded the model this do not match anymore and vertices on the mesh1 has Z = 170 and vertices on the mesh2 has Z = 169 which makes visible gap. Is there any way to disable the rounding? Or if it must be rounded, how can I get same result on both vertices?


 


issue #2: when I was fixing some tiles from underdark tileset (tile ttu01_d14_01 to be specific) I noticed that after exporting the animloop keys are all cleared. I readded this manually in notepad, but any way to avoid that? To be clear, yes I clicked on export geom+anim and the anim keys are still there, just anything between parent and endnode that was previously there is gone after export.


 


Help please.



               
               

               
            

Legacy_NWN_baba yaga

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NWgMax export issue
« Reply #1 on: March 13, 2014, 07:56:48 pm »


               

For your issue 1 disable "ALL" of the export features of nwmax. I´m sure i had the same problem sometime and after i disabled everything models seems to export much more as they should. Hope that fixes your issue!


 


Issue 2! Not sure, but nwmax screwed regulary my animation loops. There is a reset animation controler option and maybe that could either help or is the problem!



               
               

               
            

Legacy_Shadooow

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NWgMax export issue
« Reply #2 on: March 14, 2014, 06:40:37 am »


               


For your issue 1 disable "ALL" of the export features of nwmax. I´m sure i had the same problem sometime and after i disabled everything models seems to export much more as they should. Hope that fixes your issue!




Wish I knew where, I cannot found single option in the export dialog other than anim-related. ive unchecked all plugins in the NWMax bar but that didnt helped.


               
               

               
            

Legacy_Pstemarie

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NWgMax export issue
« Reply #3 on: March 14, 2014, 10:52:21 am »


               

Are you using the old version or the new version by MDA? If you're not using MDA's version you might want to switch over - his 3DSMax version is much more stable than the original and I'm sure that extends to the GMax version as well. Its also supported, whereas the old version is not.



               
               

               
            

Legacy_Shadooow

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NWgMax export issue
« Reply #4 on: March 14, 2014, 03:12:29 pm »


               


Are you using the old version or the new version by MDA? If you're not using MDA's version you might want to switch over - his 3DSMax version is much more stable than the original and I'm sure that extends to the GMax version as well. Its also supported, whereas the old version is not.




You are correct, I still use the old version, intentionally because Plus version doesn't suit me and as a noob modeller I never found use for all those extra functionalities.


 


Anyway, tried that but it didnt fixed my problem.


 


Here is the .gmax scene file with my tile (modified tde01_g02_02)


Image of that specific vertice:


scene.jpg


Again, before export the Z position is as you can see 169.5 on both meshes. After export its 170 in Object360 and 169 in Object365 Which causes visible gap.


               
               

               
            

Legacy_Pstemarie

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NWgMax export issue
« Reply #5 on: March 14, 2014, 04:09:46 pm »


               

So move it to 170 on both objects, then under the mesh rollout in NWMax use "desparkle" then export - should fix the problem.



               
               

               
            

Legacy_Shadooow

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NWgMax export issue
« Reply #6 on: March 14, 2014, 04:26:33 pm »


               


So move it to 170 on both objects, then under the mesh rollout in NWMax use "desparkle" then export - should fix the problem.




well Im trying to avoid manual work that whouldnt be neccessary if it wasnt messed up by nwmax export, this is not the only pair of vertices with this problem, its around 50 of them, I got five more tiles with exact problem


 


btw does it really has to be rounded? Perfect would be if the Z position stayed on 169.5, i know the texture wont look stretched by such small offset but its still wrong.



               
               

               
            

Legacy_Pstemarie

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NWgMax export issue
« Reply #7 on: March 14, 2014, 11:08:17 pm »


               

Probably has to do with processing speed.



               
               

               
            

Legacy_Shadooow

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NWgMax export issue
« Reply #8 on: March 22, 2014, 04:04:49 pm »


               

Bump.


 


I started editing those tiles and vertices manually, but it didnt took long and I found a tile where this is not possible to fix because the only vert position that doesnt make gaps or flickering is 139.6 and nothing else. MAX always round this no matter which version I use.



               
               

               
            

Legacy_Pstemarie

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NWgMax export issue
« Reply #9 on: March 24, 2014, 01:08:03 am »


               


Bump.


 


I started editing those tiles and vertices manually, but it didnt took long and I found a tile where this is not possible to fix because the only vert position that doesnt make gaps or flickering is 139.6 and nothing else. MAX always round this no matter which version I use.




 


Send me the tile and the name of the object you're looking at. I have 3dsMax which is lot more robust than GMax and I've found the latest version of NWMax to work very well with it. I also know a few "tricks" to make troublesome geometry play nice.