Author Topic: NWMax Plus and NWgMax Plus Updated  (Read 2630 times)

Legacy_Michael DarkAngel

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NWMax Plus and NWgMax Plus Updated
« on: July 19, 2012, 01:19:13 am »


               

NWMax Plus v5.05.27 now available.  Details -- Download

NWgMax Plus v5.05.27 now available.  Details -- Download

 

Set Editor v5.10.21.2 now available.  Download

Thanks for your support

icon_zdevil.gif
  MDA


               
               

               


                     Modifié par Michael DarkAngel, 28 mai 2014 - 02:09 .
                     
                  


            

Legacy_OldTimeRadio

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NWMax Plus and NWgMax Plus Updated
« Reply #1 on: July 19, 2012, 01:34:46 am »


               Thank you for continuing to update and maintain this!
               
               

               
            

Legacy_Pstemarie

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« Reply #2 on: July 19, 2012, 03:28:50 am »


               Yes, thank-you. Downloading it now to check it out. Also, did you ever incorporate the 1.69 wok materials? I posted it to the Vault some time back...

http://nwvault.ign.c....Detail&id=1519
               
               

               


                     Modifié par Pstemarie, 19 juillet 2012 - 02:29 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #3 on: July 19, 2012, 06:54:36 pm »


               very cool of you guys, thanks:)
               
               

               
            

Legacy_Michael DarkAngel

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NWMax Plus and NWgMax Plus Updated
« Reply #4 on: July 21, 2012, 02:55:34 am »


               v3.07.20 is now available.  Links and info remain in the first post

'Posted
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 21 juillet 2012 - 01:56 .
                     
                  


            

Legacy_Michael DarkAngel

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NWMax Plus and NWgMax Plus Updated
« Reply #5 on: July 22, 2012, 03:00:27 pm »


               v3.07.22 is now available for both NWMax Plus and NWgMax Plus.  Links and info remain in the first post

'Posted
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 22 juillet 2012 - 02:01 .
                     
                  


            

Legacy_Jez_fr

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NWMax Plus and NWgMax Plus Updated
« Reply #6 on: July 25, 2012, 02:53:17 pm »


               ty ty ty ty ty ty MDA '<3'
               
               

               
            

Legacy_Carcerian

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« Reply #7 on: July 25, 2012, 08:49:07 pm »


               Ty, keep up all the good work!

One thing that would be great to have would be some kind of resizer/scaler/positioner for Aligned-Visual Effects. (For example you make a male human HaVFX and it scales the rest either in a batch or on a case by case basis (say, convert to... and a subrace selection).)
               
               

               


                     Modifié par Carcerian, 25 juillet 2012 - 07:53 .
                     
                  


            

Legacy_Michael DarkAngel

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« Reply #8 on: July 25, 2012, 10:10:24 pm »


               @Jez_fr

You're welcome '<img'>

@Carcerian

I've never worked with NWN's visual effects.  If you could provide me with a .max file that I could use as a starting point and some more details as in what needs to be done in order to make it work for the other races, I would be more than happy to make an attempt at making the workflow easier.

You can PM me with the details.

'Posted
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Legacy_Carcerian

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« Reply #9 on: July 26, 2012, 12:54:10 am »


               Ok, will get back to you for sure on that one...

Sounds like i need to finally make that set of Gmax guide heads '<img'>

or a "Bio-metrics" table for racial conversions.

Bioware's Epic Monk Eyes are probably a good place to start as any...
               
               

               


                     Modifié par Carcerian, 25 juillet 2012 - 11:56 .
                     
                  


            

Legacy_Carcerian

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« Reply #10 on: July 26, 2012, 01:32:51 am »


               Almost forgot these:

Headaligned_VFX_Templates__Max10.7z

TaVFX_Template_Max2010_v0_02.7z
               
               

               


                     Modifié par Carcerian, 26 juillet 2012 - 01:23 .
                     
                  


            

Legacy_Carcerian

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« Reply #11 on: July 26, 2012, 02:07:11 am »


               In a nutshell, a vfx is like any other nwn model, it is a mesh linked to a base node used for orientation on either a model's head or torso impact node.

Basicly what needs to be done is rescaling x,y,z and repositioning x,y,z based on the selected object's dummy node and the selected target's race and gender. Probably a similar process to the obsidian SS or the nw armory tool...

The same idea of "bio-metrics" could be used for scaling normal body parts to large or to other races, as well as armor scaling. Custom race biometrics would most likely make new phenotypes/clothing support go much faster too...
               
               

               


                     Modifié par Carcerian, 26 juillet 2012 - 01:13 .
                     
                  


            

Legacy_Michael DarkAngel

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« Reply #12 on: July 26, 2012, 04:04:43 am »


               Got your files.  Thanks, I'll start looking into this in the next day or so.  I'm sure I'll have some questions for you 'B)'

'Posted
  MDA
               
               

               
            

Legacy_Carcerian

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« Reply #13 on: July 26, 2012, 05:05:37 am »


               Files are from Rolo's Builder Reference BTW...

Offhand Amethyst Dragon might be a good brain to pick for this one too, as he's an experienced VFX creator '<img'>

(He's done TaVFX, as well as full sets of VFX, while i have just done HaVFX for m/f humans mostly.)

I'm happy to do any gruntwork/research I can, of course, and hopefully other ppl knowledgable on topic can help too.

As far as the most "official" version of HaVFX go, epic monk eyes might have the numbers needed.

(I've recently been making armies of level 21 halfling-monks so i can use the glowing eyes as guides for aligning new converted heads)
               
               

               


                     Modifié par Carcerian, 26 juillet 2012 - 05:20 .
                     
                  


            

Legacy_Carcerian

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« Reply #14 on: July 27, 2012, 01:17:46 pm »


               Velmar's tools are an annoyance for vanilla Gmax+NwMax users for sure (always cover up NwMax on load). so am definitely a fan of making them part of NwMax instead...

As far as Chiliskinner goes, I'd say add as much as you can, with original icons in order if possible...

Or at least what is needed for : Tutorial: Making a Sword as it seems to cover the basics.
               
               

               


                     Modifié par Carcerian, 27 juillet 2012 - 12:18 .