Author Topic: NWMax "Plus" -- NWgMax "Plus"  (Read 1619 times)

Legacy_CalSailX

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NWMax "Plus" -- NWgMax "Plus"
« Reply #45 on: November 23, 2013, 12:06:02 am »


               

Michael DarkAngel wrote...

Carcerian wrote...

DL Link is broken...


Sort of.

If you receive the error message, right above you should see...

Your download should start shortly.
If it does not please click here.

If you click on the word "here" you will get the download you are looking for.

Sorry for the inconvience.

'Posted
 MDA


The thread getting bumped, was a great reminder to check the version I was using... "here" worked for me.
Thank you for the work put into NWgMax "Plus" MDA, looking forward to using some of these new features!
               
               

               
            

Legacy_Pstemarie

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« Reply #46 on: November 26, 2013, 01:00:09 am »


               FYI - Using the latest version w/ 3DS Max 2011 on Win 8. Had to set the 3DS Max App to "run as administrator" so that the models would export - was not able to write the sanity file.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #47 on: November 26, 2013, 01:29:26 am »


               

Pstemarie wrote...

FYI - Using the latest version w/ 3DS Max 2011 on Win 8. Had to set the 3DS Max App to "run as administrator" so that the models would export - was not able to write the sanity file.


Good tip.

I could probably fix this to be more in compliance with the way Windows does things nowadays, but that has the possibility of breaking things for anyone using an older version of 3DSMax.

Nowadays anything not initially installed with the program should be put into the user's "Documents" folder.  NWMax is coded to look in the install directory of 3DSMax for certain things.  The default install directory "C:\\*whatever*" is considered by Win7 and Win8 to be off-limits for casual use.  It's a security issue to allow just anyone to write to the install directory, don't you know. '<img'>

So yes, the workaround is giving 3DSMax admin privileges.  So it may not be pretty, but it does allow one version of the script to work across multiple versions of Windows and 3DSMax.

'Posted
 MDA
               
               

               
            

Legacy_Pstemarie

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« Reply #48 on: November 26, 2013, 11:33:21 am »


               After spending over an hour tracking down an overlapping line on a walkmesh, I have a request...

Is it possible that if a faulty walkmesh is detected on export that the offending vertices can be highlighted on the model in some manner. That way I can snap a screenshot of the mesh and then use that as a reference when fixing the issue. Right now I'm stuck selecting vertices until I find the right one. Granted, the sanity file lists the coordinates of the vertices, but its still a pain tracking them down on a mesh that has a lot of geometry.
               
               

               
            

Legacy_Zwerkules

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« Reply #49 on: November 26, 2013, 03:34:09 pm »


               

Pstemarie wrote...

After spending over an hour tracking down an overlapping line on a walkmesh, I have a request...

Is it possible that if a faulty walkmesh is detected on export that the offending vertices can be highlighted on the model in some manner. That way I can snap a screenshot of the mesh and then use that as a reference when fixing the issue. Right now I'm stuck selecting vertices until I find the right one. Granted, the sanity file lists the coordinates of the vertices, but its still a pain tracking them down on a mesh that has a lot of geometry.


The wok checker tool from Veltools has those features and always worked better than the one in NWmax. I haven't tried NWmax plus yet. If its wok checker is based on the one from NWmax, maybe taking a look at Veltools might be a good idea to improve it.
Veltools only highlights vertices though. If you have double faces, finding them is not so easy. They are listed by number and you need a script to select a certain face by number.
I usually go to the editable mesh, select faces and then execute a script like
setFaceSelection $ #(81)
where 81 is the number of the face I need.
A little tool which would enable a user to enter the number of the face and then select it automatically would be nice.
               
               

               
            

Legacy_Carcerian

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« Reply #50 on: December 02, 2013, 09:39:17 pm »


               TY, Got it Dl'd tho my new install of gmax doesnt want to run it or let me decompile mdls, no idea why...

Atm am manually decompiling mdls w/ NWN compDcomp and using NWmax-gmax-v0_8s till I can get issue resolved.
               
               

               


                     Modifié par Carcerian, 02 décembre 2013 - 09:40 .
                     
                  


            

Legacy_-Paganini-

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« Reply #51 on: December 03, 2013, 05:17:16 am »


               Hey, I love the fact you are updating this tool. Unfortunately I got an error right off the bat, first thing I did was copy some animations and got an error, had to uninstall and reinstall the older version to continue my project. I hope you get it sorted. I am using 3ds max 2010.
               
               

               
            

Legacy_Killmonger

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« Reply #52 on: December 03, 2013, 06:59:46 am »


               imo,

Check the path in the script
(To be sure it is pointing to your compiler)
It can be opened with Notepad

Hope it helps