Author Topic: NWMax Plus and NWgMax Plus Updated  (Read 2641 times)

Legacy_Michael DarkAngel

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NWMax Plus and NWgMax Plus Updated
« Reply #75 on: January 04, 2014, 05:43:25 pm »


               

Pstemarie wrote...

Using 3dsMax2013 - MiniMapMaker no longer works (was working in 3dsMax2011)


Looks like it is not finding the lowercase function.

I'll see if I can figure it out.

'Posted
 MDA
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #76 on: January 05, 2014, 12:52:46 am »


               NWMax Plus v5.01.04 is now available.

This latest fix corrects a missing function call in the Minimap Maker

Links and info remain in the first post

'Posted
  MDA
               
               

               
            

Legacy_Pstemarie

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« Reply #77 on: January 05, 2014, 01:08:51 am »


               Thanks for the quick fix!
               
               

               
            

Legacy_Pstemarie

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« Reply #78 on: January 05, 2014, 11:05:57 am »


               MDA, the map renders are coming out extremely dark. Any idea what I might be doing wrong?
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #79 on: January 05, 2014, 09:06:49 pm »


               

Pstemarie wrote...

MDA, the map renders are coming out extremely dark. Any idea what I might be doing wrong?


Not sure I can give much help on this one.  I did a test with 3DSMax2014, minimap size 64x64 and I wouldn't consider this overly dark.

'Posted

Of course, these are also basic BioWare textures.

'Posted
 MDA
               
               

               
            

Legacy_Pstemarie

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« Reply #80 on: January 05, 2014, 09:38:22 pm »


               It must be something in my render settings then. What driver do you use for the viewports - Direct3D, OpenGL, or Nitrous?
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #81 on: January 05, 2014, 10:16:17 pm »


               

Pstemarie wrote...

It must be something in my render settings then. What driver do you use for the viewports - Direct3D, OpenGL, or Nitrous?


Current Driver Installed - Nitrous

The minimap script sets the following

Renderer - Production
RenderType - Normal (refers to the area renderer is viewing)
AntiAliasing - False

My Production Renderer is set to - Default Scanline Renderer

Not sure if that will help or not

'Posted
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Legacy_Pstemarie

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« Reply #82 on: January 05, 2014, 11:25:46 pm »


               I'll give that a whirl and see what happens.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #83 on: January 13, 2014, 05:27:02 am »


               The dreaded '65536' issue has been solved.

NWMax Plus v5.01.12 Now Available!!!

NWgMax Plus v5.01.12 Now Available!!!

Link is in the first post.

'Posted
 MDA
               
               

               
            

Legacy_Pstemarie

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« Reply #84 on: January 13, 2014, 08:00:03 am »


               Great news! Anyway to fix the misspelling of setfillumcolor...


Selfillumcolor and Setfillumcolor
As explained by OldMansBeard of the CTP Team

It is not uncommon for a model exported by NWMax to not compile when run through nwnmdlcomp. This is caused by an error in the spelling of the “Setfillumcolor” parameter. At some point the spelling was incorrectly changed to “Selfillumcolor”. When you export a model using NWMax, the exporter scripts will change the spelling of “Setfillumcolor” to “Selfillumcolor”. NWMax IS WRONG, nwnmdlcomp is correct!

Although the spelling has no effect in the game, to fix (so that you can properly compile your models), follow the procedure below:

1.   Export the model using NWMax.
2.   Open the ascii file using Textpad.
3.   Replace ALL instances of the word “selfillumcolr” with “setfillumcolor” (the correct spelling).
4.   The models should now compile correctly with nwnmdlcomp.

               
               

               


                     Modifié par Pstemarie, 13 janvier 2014 - 08:00 .
                     
                  


            

Legacy_TheOneBlackRider

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« Reply #85 on: January 13, 2014, 10:04:38 pm »


               I've got something weird going on:
I was still using NWgmax 4.08.23 (just because things I do were working). Now I updated to 5.01.12 (but I found, that this also applies for 4.08.25): I am loading a scene (tested with a couple of scenes) saved with 4.08.23. When I choose the model base and click the "blue rainbow" -  Modify-tab - to get the export rollout to the right, I get the following error message:
MaxScript Rollout Handler Exception -- Unable to convert: undefined to type: Integer
As written, this also happens with 4.08.25.
When I (re-) import the exported  (4.08.23) model into a newer Version, all seems to be fine.
So, something seems to be incompatible when loading an older scene into 4.08.25 or 5.01.12...
               
               

               


                     Modifié par TheOneBlackRider, 14 janvier 2014 - 05:22 .
                     
                  


            

Legacy_Michael DarkAngel

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« Reply #86 on: January 13, 2014, 10:51:06 pm »


               

Pstemarie wrote...

Great news! Anyway to fix the misspelling of setfillumcolor...


Could never remember which way was correct.  Another one of those non-game-breaking bugs, which explains why it has never been fixed... until the next update ':ph34r:'

TheOneBlackRider wrote...

I've got something weird going on:


I'll check on it.

In the meantime, could you let me know what happens if you revert back to the older version?  If you need the older version again, you can grab it here.

[EDIT]I may have found your issue.  With version 4.08.25 a new sanity check was added.  Scenes saved prior to that are missing that sanity check value.  Need to write in a default behavior for that.  I'll try to get that fixed tonight.[/EDIT]

'Posted
 MDA
               
               

               


                     Modifié par Michael DarkAngel, 13 janvier 2014 - 11:14 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #87 on: January 14, 2014, 12:53:33 am »


               Actually MDA, that self vers setf issue is sorta game breaking, at least as far as getting WORKING cc out the door.  Since the engine completely ignores the incorrrect spelling and the import actually strips it from the mdl, then on re-export it is completely missing then the artist spending all the time to get it in there and working has just wasted her/his time.  True, it will not crash the game, but it does completely break the intention as created by the artist.

That is why OMB added the corrector into CM3 code.  However, that forces the creator/artist to actually use CM3 on every export, and apparently shown by comments here, few will do so.

Believe me I know it is a royal pain to track down where each bit is "broken" in a multi-script set like NWmax, most especially when working with various versions of 3ds and how it handles file input and variables.

I certainly wish there was a way to generate a separate global variable input .ini file or .ms file somewhere.  That would likely solve a HUGE number of coding issues in the future and possible in prior versions of scripts as well.  Error handling in 3dsmax script is a real bear and seldom tells you even via log files, what is actually broken.
               
               

               
            

Legacy_Pstemarie

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« Reply #88 on: January 14, 2014, 01:25:35 am »


               I use cm3 on tiles and have had to do the text-edit fix on post-cm3 processed tiles
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #89 on: January 14, 2014, 05:21:50 am »


               

Michael DarkAngel wrote...

In the meantime, could you let me know what happens if you revert back to the older version?  If you need the older version again, you can grab it here.

[EDIT]I may have found your issue.  With version 4.08.25 a new sanity check was added.  Scenes saved prior to that are missing that sanity check value.  Need to write in a default behavior for that.  I'll try to get that fixed tonight.[/EDIT]


I created a 5.01.12-scene and loaded it into 4.08.23. Worked. Click on the Modify-tab ("blue rainbow") - all fine. (If that is, what you wanted.)
Just notice: The error message appears, as soon as I click the Modify-tab, not when trying to do an export. But if the Sanity-checks are eg. initialised unpon clicking the  Modify-tab, that might be the source.
Thanks for maintaining, MDA!