Author Topic: Gmax/NWMax - need help  (Read 2766 times)

Legacy_Shadooow

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Gmax/NWMax - need help
« on: April 09, 2013, 10:50:36 am »


               So im experimenting with Gmax-NWMax but I need help. I downloaded Pstemarie's NWN Miscelany but there arent answers on my (most basic) questions. Also havent seen any other tutorial that would explain these basics to me. Even google failed or I did '<img'>.

So:
1) how to create an edge on two vertices? I was told that NWN doesnt like squares and rectangles and I need to make triangles, I was able with chamfer edge to make edge on two verts but it seems to me quite random as it doesnt work on all rectangles I need to divide. Is there any better way to do it? Tried to select two verts at once but no choice worked.

2) is there a better way to move UV map? I have several objects in different models and I need to move their texture for all of them to certain value. But in the texture-map editor I dont see that Y-X-Z move helper. I need either to move the texture a bit (didnt found any way to do it at all) or all the texture-verts by certain value in one direction. When I chosen all verts and input into X window -4 they all went to same coords it seems and I had to reset it. And manually positioning is pain really. So how do I do it?

I dont assume save/load would work there because the verts on objects often differs, its not same object unfortunately and its coordinates and shapes differs.
               
               

               
            

Legacy_Shadooow

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Gmax/NWMax - need help
« Reply #1 on: April 11, 2013, 08:22:43 pm »


               another problem, how to assign parent? I applied a AuroraTrimesh modifier, there is a Parent: NONE button which in a highlight says "click to select" but when I click on it, there is no input box where I could write it and click on other object (like the aurora base) resets it. Please tell me how to do it.
               
               

               
            

Legacy_Rolo Kipp

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Gmax/NWMax - need help
« Reply #2 on: April 11, 2013, 08:53:05 pm »


               <rattling some...>

SFAIK, the "Parents:none" box is information only, it doesn't do anything except tell you the parent of the current object.

To assign a parent to a child object (like an arm), select the child (arm), click on the Link button (should look like chains) and select the parent (torso). Make sure you get out of link mode afterwards (click on the arrow button ("select"?)) or you will be trying to change the link to everything you click on.

<...chains>
               
               

               
            

Legacy_Shadooow

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Gmax/NWMax - need help
« Reply #3 on: April 11, 2013, 09:33:05 pm »


               You mean, Select And Link button? third from start on upper bar? Still no luck, I select the object, click on this button then select aurorabase nothing happes. Tried to hold CTRL, doubleclik... didnt helped either.
               
               

               
            

Legacy_Shadooow

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« Reply #4 on: April 11, 2013, 10:17:46 pm »


               ok, finally found out - to link object, one has to hold the button and move to the parent!
               
               

               
            

Legacy_Pstemarie

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« Reply #5 on: April 12, 2013, 04:23:01 pm »


               You can also select the link tool (top left button over render port), select the object you need to parent , then from the edit menu open the select object by name tool and assign the parent that way. As a third method you can link directly in the veiwport as long as the link mode is active.
               
               

               


                     Modifié par Pstemarie, 12 avril 2013 - 03:25 .
                     
                  


            

Legacy_Shadooow

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« Reply #6 on: April 12, 2013, 05:23:09 pm »


               

ShaDoOoW wrote...

1) how to create an edge on two vertices? I was told that NWN doesnt like squares and rectangles and I need to make triangles, I was able with chamfer edge to make edge on two verts but it seems to me quite random as it doesnt work on all rectangles I need to divide. Is there any better way to do it? Tried to select two verts at once but no choice worked.

well sort of figured how, the button create is grayed in edge selection but I can create face on three vertices which makes an edge if theres missing, so I guess thats it

2) is there a better way to move UV map? I have several objects in different models and I need to move their texture for all of them to certain value. But in the texture-map editor I dont see that Y-X-Z move helper. I need either to move the texture a bit (didnt found any way to do it at all) or all the texture-verts by certain value in one direction. When I chosen all verts and input into X window -4 they all went to same coords it seems and I had to reset it. And manually positioning is pain really. So how do I do it?

sort of figured better way by selecting all verts with same U or V position and manually input new U/V position, its far from perfect but works.

Pstemarie wrote...

You can also select the link tool (top
left button over render port), select the object you need to parent ,
then from the edit menu open the select object by name tool and assign
the parent that way. As a third method you can link directly in the
veiwport as long as the link mode is active.

Hmm, cant see it, arent you using 3ds Max by any chance?
               
               

               
            

Legacy_Pstemarie

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« Reply #7 on: April 12, 2013, 08:30:18 pm »


               Link and Unlink buttons are the 3rd and 4th buttons from the left - above the TOP render window underneath the Tools and Group menus. They look like two small white boxes linked with a red chain and broken red chain respectively.
               
               

               


                     Modifié par Pstemarie, 12 avril 2013 - 07:31 .
                     
                  


            

Legacy_Shadooow

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« Reply #8 on: April 12, 2013, 10:06:30 pm »


               

Pstemarie wrote...

You can also select the link tool (top left button over render port), select the object you need to parent , then from the edit menu open the select object by name tool and assign the parent that way.

gotcha ':wizard:'
               
               

               
            

Legacy_Shadooow

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« Reply #9 on: April 17, 2013, 04:05:40 pm »


               Hmm, got another problem now, seems like a bug. First I though it caused NWMax plus that I recently installed (and which caused several other issues so had to reinstall the NWMax 8 again - bug bug prevailed)

Im working on a PWK. I created a plane of the shape I need, correctly linked everything, models and PWKs exports fine. However the PWK is misplaced badly. When I reset the scene and import that just exported model again the PWK-plane is on place where wasnt before exporting.

PRE exporting: (click to enlarge)
'Posted
After re-import:(click to enlarge)
'Posted

Any clue whats going on:?':blink:'
               
               

               


                     Modifié par ShaDoOoW, 17 avril 2013 - 03:10 .
                     
                  


            

Legacy_ShadowM

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« Reply #10 on: April 18, 2013, 12:22:07 am »


               Your pivots(pwk and it parent) must line up or your pwk will jump so it pivot does line up, this causes the pwk to offset. To move your pivots select Hierarchy (look like three boxes connect to a bigger box on right side) then select Affect pivot only. Click on you pwk to see where it at , click on it parent see where it at. Move the pivor of the pwk so it match it parent(aurora base) then you have to use ResetXForm check your links are good and export and see that fixes your problem.
               
               

               


                     Modifié par ShadowM, 17 avril 2013 - 11:29 .
                     
                  


            

Legacy_Pstemarie

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« Reply #11 on: April 18, 2013, 10:55:15 am »


               Just to add to what ShadowM said...

1. You should always center your placeable model on x0 and y0 as best you can.

2. Your PWK dummy should always be positioned at x0, y0, z0

3. Your PWK plane's center should always be positioned at x0 and y0. The actual plane can be offset, its just its origin that needs to be x0 and y0.

4. You can also use a box for the PWK plane. The top just has to be smaller than the bottom, giving a slight angle to the sides. You'll see this on some of the placeables in Project Q and (somewhat) on most of the placeables that theGeorge converted from NWN2. Why would you do this? It comes in handy if placing objects on a sloped plane.

BTW - I noticed the model's name is "mini-mine". You wouldn't be making icons for a world map system by any chance, would you? 
               
               

               


                     Modifié par Pstemarie, 18 avril 2013 - 10:01 .
                     
                  


            

Legacy_Shadooow

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« Reply #12 on: April 18, 2013, 01:06:13 pm »


               thanks guys I give it a shot later

Pstemarie wrote...

BTW - I noticed the model's name is "mini-mine". You wouldn't be making icons for a world map system by any chance, would you? 

Im finishing the Map Placeables from thegeorge as most of them has PWK done badly, same with use nodes, caused big issues when I used them as useable objects.

But yes Im working on a world map system, using special tileset I created from TR's Mini Mats and miniature characters.
               
               

               
            

Legacy_Shadooow

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« Reply #13 on: April 18, 2013, 07:39:29 pm »


               hm still no luck, when I import it all pivots and centers are at 0,0,0

when I move pwk to where I need it pivots changes, I followed your instructions ShadowM and moved pivot to 0,0,0 again. Then I exported it, reset scene, re-import and the same issue again. ':blink:'
               
               

               
            

Legacy_ShadowM

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« Reply #14 on: April 18, 2013, 09:49:42 pm »


               No you have to ResetXForm before you export, that update / save the pivots changes.