Author Topic: Watervilla  (Read 713 times)

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« on: July 07, 2011, 01:15:59 am »


               Hi everyone,

I'm trying to release my Watervilla which can be found here:

http://nwvault.ign.c...s.Detail&id=475

For nwn1 and nwn2. When trying to export my placeable with .pwk and aurora base out of max 2011 my sanity checks are failing. After switching them off it's still the same.

Any ideas?
               
               

               
            

Legacy_Eradrain

  • Sr. Member
  • ****
  • Posts: 365
  • Karma: +0/-0
Watervilla
« Reply #1 on: July 07, 2011, 01:40:09 am »


               I cannot help you with the technical details, but I just wanted to say that that's a very impressive piece of work.  Well done!
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Watervilla
« Reply #2 on: July 07, 2011, 01:42:43 am »


               Those are nice.  What's your sanity check saying?
               
               

               
            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #3 on: July 07, 2011, 04:05:13 am »


               sanity checks:
http://i971.photobuc...h/Capture-2.jpg

and here is parenting (everything is under base):
http://i971.photobuc...h/Capture-1.jpg

I'm on W7 64bit btw.
               
               

               


                     Modifié par hellothere123, 07 juillet 2011 - 03:08 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Watervilla
« Reply #4 on: July 07, 2011, 05:01:01 am »


               Well, the win64 is preventing you from creating the sanity check file.  That is the error you are getting.

Unfortunately, I don't know how you fix that bit.  3ds is setup to run in it's own, xp compatible mode right?  Under win32?  I don't know exactly how you go about setting those options, you will have to ask someone that uses win64.
               
               

               
            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #5 on: July 07, 2011, 05:03:53 am »


               It's okay lemme check on 32 bit. I've got computer junkyard laying about making me trip now and then. Thanks for help everyone!
               
               

               


                     Modifié par hellothere123, 07 juillet 2011 - 04:08 .
                     
                  


            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #6 on: July 07, 2011, 05:09:57 am »


               One more thing, can you please link the most up to date nwmax tools? Ones that you'd likely use with max 2011. Thanks.

EDIT: I found the tools (couple of versions). I'm not getting errors while exporting anymore, except, when I hit export geometry (or anim+geometry) 3ds max takes a little while to process then the destination directory appears to be empty. Am I missing anything (is my hierarchy okay? Everything under aurora base right?).

Regards.
               
               

               


                     Modifié par hellothere123, 07 juillet 2011 - 04:41 .
                     
                  


            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Watervilla
« Reply #7 on: July 07, 2011, 11:50:11 am »


               you sure you have set a correct export folder? i always make that mistake with nwmax
               
               

               
            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #8 on: July 07, 2011, 01:35:43 pm »


               Yes I tried different folders so it has to be something else, maybe somebody could do it for me then (I'd gladly give this model away to one of your community packs) (CTP CEP Q if I'm correct?) but I'd like standalone version also. Mail if interested (dr.steam@post.com). Meanwhile I'll keep looking for answers. I think it has to do with version of max I'm using (2011) and the fact that nwmax tools haven't been updated for so long (I can't blame anyone).

Does this community use IRC?
               
               

               


                     Modifié par hellothere123, 07 juillet 2011 - 12:56 .
                     
                  


            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Watervilla
« Reply #9 on: July 07, 2011, 03:12:44 pm »


               Michael DarkAngel released a newer version of the Max tools not too long ago, not sure on how complete etc.

I suspect your problem is 64 bit and that if someone using 32 bit exported it might work, I'm not sure though.  I'm no modller
               
               

               
            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #10 on: July 07, 2011, 03:17:27 pm »


               I tried using MD's nwmax plus and I'm getting error right after loading max (2011 32 bit) (heap stack). They work spotlessly with 3ds max 2011 (64 bit though) - not sure what the problem is. I tried exporting my models with an older version of nwmax on 32 bit because on 64 I was getting sanity check errors.
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Watervilla
« Reply #11 on: July 07, 2011, 03:34:09 pm »


               what version of max are you using?
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Watervilla
« Reply #12 on: July 07, 2011, 06:16:20 pm »


               In nwnmax, the rollout menus, at the top, under general, change the export folder there.

You might have to load the mdl first, and then change that folder again, or at least hit the reset button.

Michael's NWMax plus is by default, set to a HUGE stack option.  Likely in the 64bit arena, you are actually using more ram than the program is allotted to use or something like that.  32 bit apps, run in 64 bit OS have issues, and memory handling is one of the major ones.

Anyway, according to Michael's notes:

The file you will be looking to change is -->> Scripts/nwmax_plus/nwmax.ms

After the credits and changelog section you'll see

if (heapSize < 500000000) then (

   heapSize = 500000000
)

if (stackLimit < 500000000) then (

   stackLimit = 500000000
 
)

You'll want to change both heapSize and stackLimit.  Because of the sizes of some of The Witcher models (over 60,000 faces in some cases) I increased both to 500 million.  The original values were 7.5 million for heapSize and 4 million for stackLimit.

End Michaels Note:

So, edit that file and adjust that number down. 500 meg heap size is a real waste anyway.  Even with NWN 2 mdls.  Take at least one zero off the end of that which will leave you with 50meg heap stack.  That same file also controls nwmax, but in a different folder.  On that one, you would edit the number upwards.  Maybe just adding a zero to the end would be sufficient.

3dsmax 2011 "should" work, but I can't promise that, as I have not actually attempted it.  I do know that it does NOT run certain script types from earlier versions of max, but I believe that the ms scripts that nwmax uses should work just fine.

Another location to check, is your customize menu options for "coinfigure user paths".  In that popup edit the "File I/O" project folder to point to where you want to export.  Then under "external files" add that same folder to the top of the list.

Those two folder options, along with ALWAYS changing the "General Utils" export folder every time you open 3dsmax/nwmax will likely solve your export issues.  The "General Utils" on NWMax does NOT save that setting, it must ALWAYS be reset when you open 3dsmax.
               
               

               


                     Modifié par Bannor Bloodfist, 07 juillet 2011 - 05:18 .
                     
                  


            

Legacy_hellothere123

  • Newbie
  • *
  • Posts: 38
  • Karma: +0/-0
Watervilla
« Reply #13 on: July 07, 2011, 06:36:08 pm »


               I appreciate the help and I'm going to look into it asap. What about IRC and are there any collaborative NWN projects going on at the moment? I could let's say participate in one of your contests (I like the airship one) but from my perspective browsing all the tutorials on the internet and self-learning isn't worth the stretch so I could collaborate with somebody with nwn-technical background (that I lack) and release something else in the future. We'd obviously credit each other.
               
               

               


                     Modifié par hellothere123, 07 juillet 2011 - 05:41 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Watervilla
« Reply #14 on: July 07, 2011, 07:15:59 pm »


               

hellothere123 wrote...

I appreciate the help and I'm going to look into it asap. What about IRC and are there any collaborative NWN projects going on at the moment? I could let's say participate in one of your contests (I like the airship one) but from my perspective browsing all the tutorials on the internet and self-learning isn't worth the stretch so I could collaborate with somebody with nwn-technical background (that I lack) and release something else in the future. We'd obviously credit each other.


Depends on what you are looking to learn/do I guess.

CTP is always looking for new members, and I am sure some folks around here can tell you that I am willing to "train" you to do things.  Typically, using msn messenger type of thing so we can both look at the same file at the same time type of training.  I can at least get you up to the basics level.

There are also many simple tutorials available on the CTP forums (link in sig) that can help you along with learning some of the more technical things.

Project Q is also typically looking for new members, but I don't know if anyone there is willing/able to actually train you.  Would be good if they did, because they have some really good talent on their team.

There are many other CC folk in the community still, and most are willing to help new folks learn.  Just be warned, that it is a STEEP learning curve.  Just getting the basics of what to look for and where to find the menu options in 3ds/nwmax/veltools/tsc can be problematic.  They are all complicated script sets, and mind boggling when you first load them up.  Over time, things become second nature, but getting to that point in your skill level can be time consuming.  I am NOT attempting to talk you out of it, far from it, but I do want you to realize that CC work for NWN is not a quick click, done, type of thing.  There are many aspects of things to learn.

If you are interested in tile work, I can help to train you.  If you are looking more for character creation, creatures or placeables, you will have to find someone else that has more skills in that arena.  Send me a PM if you are interested and I will give you my msn account data.