Author Topic: exporting error  (Read 890 times)

Legacy_GianniAgn

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exporting error
« Reply #15 on: May 22, 2012, 05:03:35 pm »


               Ok, i will try '<img'> I already did many UVW mapping, but it was for Kotor II and was ages ago '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #16 on: May 22, 2012, 07:10:52 pm »


               modeling and unwrapping for nwn is not different then for any other game. The only thing you need to learn are the nwn modifiers (tutorials are in the sticky) and keep your models/ textures in scale and dont go to crazy with the polycount...
               
               

               
            

Legacy_GianniAgn

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« Reply #17 on: May 22, 2012, 07:34:05 pm »


               BTW about polygons - what maximum of polys my model can have?
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #18 on: May 22, 2012, 09:46:05 pm »


               I wouldnt go above 1100 for an average npc/monster that you use as a mob. You can use the codi, dla or PQ creatures as a guideline for boss ones. The Nwn engine is pretty outdated and can lag like hell.
               
               

               
            

Legacy_Jez_fr

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« Reply #19 on: May 22, 2012, 10:16:28 pm »


               

GianniAgn wrote...

BTW about polygons - what maximum of polys my model can have?


A real technical limitation I tested is 45.000 polys on the same model. After that the game crash (but that could be tied to video card and/or drivers, however I think its really the game engine's limitation, because I did test with various computers)

You can have dozens of such "high poly" in a scene without trouble once they are loaded. NWN is surprisingly enduring in that regard.

The bottom line is more about usage. If its for a single player module for exemple, you can have lots of polys. However if its to put on a multiplayer module, its not a good idea, especially if you have a lot of fights, and creature spawns, because it will cause lots of strain on the server/engine, and area loading will/can take forever with "big" models...
For exemple just having NPC with customized NWN vanilla clothes already can cause big hiccup when they spawn, it will be much worse if they have x thousands of polys. And it will be much worse again when you add visual special effects like from spells and such. All this cumulate, and can go to the point of crashing the game.

if you want to do a persistant world for exemple, I advise to try to cut the number of polys as much as you can.

But, if you don't care about game performance, and just want to upgrade the game visuals, you can go pretty high. You could easily use character's models from NWN2 in the NWN1, or from the latests unreal engine games even. I did some tries, and the game works fine really.

Just be careful about shadows. They can crash the game very easily. Often, with high poly models, the only way to avoid game crashing because of shadows is to deactivate them (uncheck shadow in the Aurora trimesh before exporting, or add "shadow = 0" in a ascii model file.
Or you could do like they did with the witcher 1 game and add non rendering simpler models that cast shadows instead of the model itself.
               
               

               


                     Modifié par Jez_fr, 22 mai 2012 - 09:20 .
                     
                  


            

Legacy_GianniAgn

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« Reply #20 on: May 23, 2012, 01:01:07 am »


               I got it. And does game engine support ALPHA channel in textures? I mean if i want to make hair like in DA:O - is it possible?

And what about armour conversion? Is it same simple or much harder?

PS: Reading tutorial u gave link to, so hope avoid some noob questions in future '<img'>
               
               

               
            

Legacy_GianniAgn

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« Reply #21 on: May 23, 2012, 01:32:35 am »


               If i remember In DAO u can just copy modifiers from original model - and all work fine..
               
               

               
            

Legacy_Jez_fr

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« Reply #22 on: May 23, 2012, 01:47:45 am »


               Alpha channel: yes, the game use plenty of them, not in .plt though, but there are tricks to bypass that limitation (I think Old Time Radio did some posts about that a while ago)
hair as in DA:O: I'm not sure what you are refering to, but I suppose. The main issue in NWN is if you want the hair (or clothes/bodyparts) to be tintable you have to use .plt, which cause problems with alpha channel. But if you don't need/want the tintable capacity you can use TGA/DDS instead, which support alpha. Normally, if I'm not too rusty hehe, I seem to remember that NWN will use a TGA texture (for bodyparts/armor I mean) if you don't provide a .PLT. I never tried however.
Back to the hairs, you could for example do a simple plane around the head, and apply a TGA with alpha to show special haircut or curls or whatever, or a crown... The hairs don't have to be part of the main "head" model by the way, it could be just linked to the head model. Again browse Old Time Radio post around here. He did a number of interesting test about thinks like that ^^

About armour, it depends, but in any case it is pretty long to do. I guess that's why nobody did a entire rework of NWN clothes and anatomy yet.
Since a long time in most games, they use skinmesh. In NWN mostly it's used for robes (and a few creatures), so you can convert /adapt these to NWN if you are not afraid to spend time on this (assuming you have the skinmesh skills, I don't  ;D )
Hope it helps ^^
               
               

               
            

Legacy_Carcerian

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« Reply #23 on: May 23, 2012, 02:14:34 am »


               Here is a good place to start as well :    Tutorial: Making a Sword (using GMax, NwMax, Chiliskinner & GIMP)

It explains in simple terms what is involved in making a model from scratch, and even handles skinning...

I stumbled across it last month, and it has been invaluable in learning the basics of nwn modelling.

Shameless self plug i know, but one i hope can actually help '<img'>
               
               

               


                     Modifié par Carcerian, 23 mai 2012 - 01:16 .
                     
                  


            

Legacy_GianniAgn

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« Reply #24 on: May 23, 2012, 02:42:41 am »


               

Carcerian wrote...

Here is a good place to start as well :    Tutorial: Making a Sword (using GMax, NwMax, Chiliskinner & GIMP)

It explains in simple terms what is involved in making a model from scratch, and even handles skinning...

I stumbled across it last month, and it has been invaluable in learning the basics of nwn modelling.

Shameless self plug i know, but one i hope can actually help '<img'>


Honestly its better for me to ask direct questions '<img'> I mean i understand its awful to ask stupid questions, but since some kind ppl can answer, why not? '<img'> i reading tutorials in same time '<img'>

PS: All i want is to make normal head + witcher armour (witcher developers gave permission to port their models). If armour is too hard just reskin some existing armour (however its also hard coz as i understand every armour broken to many pieces)
               
               

               
            

Legacy_GianniAgn

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« Reply #25 on: May 23, 2012, 03:14:38 am »


               

Jez_fr wrote...

Alpha channel: yes, the game use plenty of them, not in .plt though, but there are tricks to bypass that limitation (I think Old Time Radio did some posts about that a while ago)
hair as in DA:O: I'm not sure what you are refering to, but I suppose. The main issue in NWN is if you want the hair (or clothes/bodyparts) to be tintable you have to use .plt, which cause problems with alpha channel. But if you don't need/want the tintable capacity you can use TGA/DDS instead, which support alpha. Normally, if I'm not too rusty hehe, I seem to remember that NWN will use a TGA texture (for bodyparts/armor I mean) if you don't provide a .PLT. I never tried however.
Back to the hairs, you could for example do a simple plane around the head, and apply a TGA with alpha to show special haircut or curls or whatever, or a crown... The hairs don't have to be part of the main "head" model by the way, it could be just linked to the head model. Again browse Old Time Radio post around here. He did a number of interesting test about thinks like that ^^

About armour, it depends, but in any case it is pretty long to do. I guess that's why nobody did a entire rework of NWN clothes and anatomy yet.
Since a long time in most games, they use skinmesh. In NWN mostly it's used for robes (and a few creatures), so you can convert /adapt these to NWN if you are not afraid to spend time on this (assuming you have the skinmesh skills, I don't  ;D )
Hope it helps ^^


Just tried it. model in game look metallic, like it hasnt texture
               
               

               
            

Legacy_GianniAgn

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« Reply #26 on: May 23, 2012, 03:18:55 am »


               I downloaded Leto Editor, will try it.. Seems i need to set up new no phenotype head to my save game. BUT before it i need to put that head in 2da.. Only thing i need to know what 2da store it '<img'>
               
               

               


                     Modifié par GianniAgn, 23 mai 2012 - 03:00 .
                     
                  


            

Legacy_GianniAgn

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« Reply #27 on: May 23, 2012, 08:46:30 pm »


               read some modelling tutorials but still camt find how to scale in UVW Editor only by X coordinates? For example if i make 2 textures in 1 (coz texture file should be square) i need to scale every map to 50%

In 3d editing, while scaling i can choose by what line (x y or z) but on 2d mapping i cant see how/
               
               

               


                     Modifié par GianniAgn, 23 mai 2012 - 07:48 .
                     
                  


            

Legacy_Zwerkules

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« Reply #28 on: May 23, 2012, 08:56:07 pm »


               

GianniAgn wrote...

read some modelling tutorials but still camt find how to scale in UVW Editor only by X coordinates? For example if i make 2 textures in 1 (coz texture file should be square) i need to scale every map to 50%

In 3d editing, while scaling i can choose by what line (x y or z) but on 2d mapping i cant see how/


Select the modify tab (looks like a blue rainbow) and from the modifier list select an uvw xform modifier.
Change the 1.0 for the U Tile to 0.5. If the texture part you need is the right part of your texture also change the U offset to 0.5.
Export the model. That's all.


If the 1.0 is written as 1,0 you'll have to enter 0,5 instead of 0.5.
               
               

               


                     Modifié par Zwerkules, 23 mai 2012 - 07:58 .
                     
                  


            

Legacy_GianniAgn

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« Reply #29 on: May 23, 2012, 09:11:29 pm »


               Great '<img'> will try