Author Topic: Gmax/NWMax - need help  (Read 2768 times)

Legacy_Shadooow

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Gmax/NWMax - need help
« Reply #15 on: April 18, 2013, 11:15:55 pm »


               its working now, thanks
               
               

               
            

Legacy_Shadooow

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Gmax/NWMax - need help
« Reply #16 on: August 01, 2013, 09:50:25 am »


               Is there any tutorial how to edit (placeable) animation in nwmax?

What I need is to extend a time that is needed from model travels from position A to B, can't see it anywhere.. plz help.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #17 on: August 01, 2013, 06:52:21 pm »


                <trying his hand...>

Select the model base:
'Posted

Scroll down the rollout to the list of anims:
'Posted
In this case, I might want to make the "on" anim a lot longer, because I want the Hom bottle to bubble and boil or something. Right now it's 10 frames - from 70 to 80. Double click the anim to zoom in on just that anim.

Now select *all* your parts, so you get all the keys showing on the anim track.

Click on the "Time Configuration" button near the lower right:
'Posted

Click on "Re-scale Time" button:
'Posted

And change the ending time of the anim from 80 to 120:
'Posted
This will insert a bunch of frames, pushing other keys down-time.

Last step, return to the model base anim rollout:
'Posted
and edit the entries (all of them starting with "on", working down-time) so that they show the new anim frame range:
on 70 120
on2off 130 160
etc...

Does that help?

<...at using his head>
               
               

               


                     Modifié par Rolo Kipp, 01 août 2013 - 05:52 .
                     
                  


            

Legacy_Shadooow

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« Reply #18 on: August 02, 2013, 12:23:33 pm »


               Rollo, discard my message, found out its working after all the problem i had is that I edited deactivate animation instead of activate

off2on = activate
on2off = deactivate

perfect tutorial tyvm
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #19 on: August 02, 2013, 04:55:58 pm »


               Rolo Kipp, I'm stealing that little tutorial on time scaling for the community site.  '<img'>
               
               

               


                     Modifié par The Amethyst Dragon, 02 août 2013 - 04:52 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #20 on: August 02, 2013, 05:19:33 pm »


                <feeling inordinately...>

Ya can't steal what's freely given, friend ;-)

One of these days I really hope to make an expansion to OTRs fantastic Omnibus, adding tutorials from The Learning Curve, DLA forums, Wayback Machine and here.
One of these days :-P

<...pleased>
               
               

               
            

Legacy_MerricksDad

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« Reply #21 on: August 02, 2013, 08:51:22 pm »


               ShaDoOoW, if you are any good at typing faster than you can click, drag, or whatever, try using typed code to accomplish many of the things you want to do. You can supply immediate action code to the gmax console.

Find and open the listener window. It is in the lower left corner by default, or you can F11 to it.

In the pinkish section, or topmost panel shown, you can type something like:

$NameOfYourObject.parent=$NameOfTheParentObject

You can also select multiple objects and parent them all to the same object with:
$selection.parent = $NameOfTheParentObject

Unparent them with:
$selection.parent = none

You can also use wildcards. For instance, if I have 3 skin objects, with name prefix skin_ and I want them to be parented to a jig object, I would do something like this:

$skin*.parent = $jig

I make a lot of script for my own objects, especially ones I intend to reuse, reattach to other objects, or ones I may need to shift textures on later. Especially those which stay the same shape, have their vertices in the same order, or are otherwise applying the same texture I may change later.

Edit:
This code also works when parenting to objects not shown because they have been filtered out or hidden. Say for instance you hide all the bones that go with a skin you are working on, you can still parent skin parts to certain bones if you know their names, and avoid having to hide and show groups to drag at them.
               
               

               


                     Modifié par MerricksDad, 03 août 2013 - 01:27 .
                     
                  


            

Legacy_Shadooow

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« Reply #22 on: November 29, 2013, 09:22:37 am »


               is there any tutorial how to make the animloop feature in max?

half year ago I started a project of additional animloops in city interior tileset, especially in tavern terrain, it took me around 100 hours in notepad, very exhausting. Now I though I could do the same in dungeon tileset, so just wondering if it would be easier and faster in max which I recently started learning.

More detailed: I need to make an animloop1/2/3 animation where the only change will be the alpha setting so it makes one or more objects invisible.:innocent:
               
               

               


                     Modifié par ShaDoOoW, 29 novembre 2013 - 09:22 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #23 on: November 30, 2013, 07:02:19 pm »


               <fading in...>

ShaDoOoW wrote...
is there any tutorial how to make the animloop feature in max?
...
More detailed: I need to make an animloop1/2/3 animation where the only change will be the alpha setting so it makes one or more objects invisible.:innocent:

Put up a simple series here:

'Posted
The animloops of a tile are listed under the Aurorabase anims just like other objects. To add a new animloop, define a frame range...

'Posted
... and pick the animloop number from the dropdown. Then click "add".

'Posted
Doubleclick the animation from the list to restrict your timeline to that animloop. Click the "Animate" button to register changes to a key.

'Posted
At the start (Key 10 here), drop your "Alpha"  to a value you want, or just drop it one and raise it one to generate a key. Copy the key to the last frame (119 here), if you want the value to return to the start.

'Posted
In the middle of the loop, set your alpha low (transparent). In this setup, the lava on this tile pulses between translucent and transparent. Not particularly useful :-P

'Posted
Changing the "Alpha" actually produces two keys; NwN's Alpha and Max's Opacity.But it all comes out in the wash :-)

Let me know if you need more detail on something...

<...and out of view>
               
               

               
            

Legacy_Tarot Redhand

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« Reply #24 on: November 30, 2013, 09:18:56 pm »


               Rolo, since you grab everybody else's tutorials, I hope you've put this one safe ('^_^').

TR
               
               

               
            

Legacy_Shadooow

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« Reply #25 on: December 01, 2013, 01:08:07 am »


               thanks rollo, i still had to add a secondary dummy mode via notepad and edit values a bit (since what i get was opposite of what i needed) but its a start and it fastered the job three times, maybe later i figure out how to set it up in max so it will works the way I want on first try '<img'>
               
               

               
            

Legacy_Shadooow

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« Reply #26 on: May 22, 2014, 02:06:03 pm »


               

How to best slice a object without texture issues?


 


On simple objects compiled with only one mesh, I can simply lower top vertices to Z position I need but this doesnt work on more complicated objects such as tree trunks. And if I slice them via gMax, it creates more vertexes and if I weld them it screws the texture... Any way around this? Or do I always have to fix the textures after slicing?



               
               

               
            

Legacy_Shadooow

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« Reply #27 on: May 23, 2014, 04:45:31 pm »


               

next issue, splotches and ingame flickering


 


I find the cause already -> two or more overlapping ground meshes with different textures do not work well and from bigger distance causes flickering


 


question is what can I do about it?


 


reference: road crosser in tree terrain adition - there are actually two different issues, first is that some tiles are having the mesh with road texture at 1Z position, while others at 2Z probably as a temp fix for the extreme flickering that is visible when I changed position to 1 to unite with other tiles. Problem is that since the neighbourgh tiles has a pos1 it causes new flickering at the edge of those two tiles anyway (h31/32 with h33).


 


And the "normal" splotches flickering. This could be probably possile to fix by slicing the splotch textures so they wont overlap with road and can be at same height, but Im not sure whether its possible fix (isnt the road partially transparent so the splotch below is partially visible?) and also how to do that nicely since the road is curved at same points (I would like to avoid editing bitmap after that if possible...)


 


Or is there any other way around this?



               
               

               
            

Legacy_Zwerkules

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« Reply #28 on: May 23, 2014, 09:31:45 pm »


               

Since you shouldn't raise the road because it will cause issues, why not raise the splotch? Does it have to be under the road texture? If you have grass growing from the edges it would be over the road texture anyway, not under it. So if you leave all the vertices of the road add 1 (assuming your ground is at 0) move the vertices of the splotch to 2.


               
               

               
            

Legacy_Shadooow

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« Reply #29 on: May 23, 2014, 10:57:53 pm »


               


Since you shouldn't raise the road because it will cause issues, why not raise the splotch? Does it have to be under the road texture? If you have grass growing from the edges it would be over the road texture anyway, not under it. So if you leave all the vertices of the road add 1 (assuming your ground is at 0) move the vertices of the splotch to 2.




thankks for suggestion, it seems to work though problem is that after changing all tiles a new issues showed up, textures on neighbourgh tiles are badly connected see this


 


shade.jpg


 


not sure what can I do about this the whole texture looks black (ttr01_shad01) and I cant see any difference in those brighter tiles


 


im not very positive that this is the way it should be, those brighter tiles looks fine and better now but the darker ones looks weird and the way it looks wasnt probably intented