Author Topic: NWMax - Scaling changes not saving in .mdl files  (Read 599 times)

Legacy_Cawfee

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NWMax - Scaling changes not saving in .mdl files
« on: January 06, 2012, 02:59:51 am »


               Hey all! 

Newbie custom content creator here. I have a NWN .mdl file I can open in gmax via NWMax just fine. I can edit it wonderfully as well, but any changes I make via the Uniform Scale tool do not get saved in the .mdl export. They do however get saved in the .gmax format.

Case in point, I have a model I want to scale down, which works fine in gmax, but as soon as I export it as a .mdl again and re-import it, the scale is the same as it was before.

Any idea which parameters I need to edit to make scaling changes for .mdl files permanent? Thanks in advance!
               
               

               
            

Legacy_Cawfee

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NWMax - Scaling changes not saving in .mdl files
« Reply #1 on: January 06, 2012, 03:48:05 am »


               I fixed it! The solution was to select the model, add an XForm modifier, scale it and convert it to an Editable Mesh. Works like a dream!
               
               

               
            

Legacy_Izk The Mad

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NWMax - Scaling changes not saving in .mdl files
« Reply #2 on: January 06, 2012, 04:56:03 am »


               I'm no expert, so do what works for you, but an alternative would be to use the "reset xform" button in the NWmax toolbar, under "mesh tools" while you have the rescaled parts selected. I generally leave "safe pivots" enabled, but I have encountered a few things where I had to uncheck that.
               
               

               
            

Legacy_Pstemarie

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NWMax - Scaling changes not saving in .mdl files
« Reply #3 on: January 06, 2012, 10:30:23 am »


               Cawfee,

Any object you create needs to be changed to an editable mesh before you export it. In fact that change should be one of the first things you do after creating the object. The first modifier you add - for most objects - will be the aurora trimesh modifier.

Whenever you modify an editable mesh - scale it, add/subtract faces to it, etc. - it is good practice to reset the x-forms as Izk notes. The only thing I do different from Izk is select all the faces on the object before using that tool.

The uniform scaling tool also has an interesting quirk in that it will not properly scale an object if you've been editing verts, faces, etc. (i.e. changed its geometry) and not reset the x-form.

Furthermore, be very wary of exporting and re-importing models. NWMax is well-known for corrupting animations and emitters, among other things, when doing this. When working with an animated model or one with emitters, you better to work with a max scene and export it in the .mdl format once its complete.

Lastly, I highly recommend any newbie seek out the Custom Content section of the CTP Forums on the Harvest Moon Consortium website.
               
               

               


                     Modifié par Pstemarie, 06 janvier 2012 - 10:38 .
                     
                  


            

Legacy_Izk The Mad

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NWMax - Scaling changes not saving in .mdl files
« Reply #4 on: January 06, 2012, 10:52:43 pm »


               

Pstemarie wrote...

Cawfee,

Any object you create needs to be changed to an editable mesh before you export it. In fact that change should be one of the first things you do after creating the object. The first modifier you add - for most objects - will be the aurora trimesh modifier.

Whenever you modify an editable mesh - scale it, add/subtract faces to it, etc. - it is good practice to reset the x-forms as Izk notes. The only thing I do different from Izk is select all the faces on the object before using that tool.

The uniform scaling tool also has an interesting quirk in that it will not properly scale an object if you've been editing verts, faces, etc. (i.e. changed its geometry) and not reset the x-form.

Furthermore, be very wary of exporting and re-importing models. NWMax is well-known for corrupting animations and emitters, among other things, when doing this. When working with an animated model or one with emitters, you better to work with a max scene and export it in the .mdl format once its complete.

Lastly, I highly recommend any newbie seek out the Custom Content section of the CTP Forums on the Harvest Moon Consortium website.


*Izk takes notes* I was wondering what was happening to my emitters. I was also wondering what happened to the CTP's old forum, rpgmodding.com. I know we both spent our share of time on that site. There was lots of useful info there, I'm glad it got preserved. Thanks for sharing that with us.
               
               

               
            

Legacy_Pstemarie

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NWMax - Scaling changes not saving in .mdl files
« Reply #5 on: January 06, 2012, 11:19:27 pm »


               NP - that's me, yee old purveyor of interesting little tidbits '<img'>
               
               

               


                     Modifié par Pstemarie, 06 janvier 2012 - 11:19 .