Author Topic: WW2 Submarine for NWN walkthru for PHoD  (Read 738 times)

Legacy_Randomdays

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WW2 Submarine for NWN walkthru for PHoD
« on: May 05, 2013, 01:15:53 pm »


               *****Work in progress******


I'm working this up fo PHod, but thought I'd post it for anyone else who's interested. Its a short, step by step tutorial on how to import a .obj file intto Gmax and make a NWN ready model. Its setup for the submarine but the basics should let you import any obj model file into the game. From start to finish, with practice, it takes about 30 minutes.

It should also work with anyother imported 3d model you can bring into gmax as well.



Since I've only been working with NWmax/ gmax for a couple of months, I'm sure that not everything here is perfect. Corrections and comments from more experienced members are welcome, keeping in mind the basic purpose of the walkthru and the fact that it does work as intended.

1) You will need a)Gmax
                              b)NWNmax
                              c)The gmax obj import script that can be found many places including here
                              d) A donor mdl to start with.
                              e) A obj 3d model set which should have the obj file, a texture and a mtl file. Wavefront obj is a common 3d model format and many 3D editors can use it or convert to it.

2)Download and put the obj import script in the gmax scripts folder. Start nwnmax/gmax. On the NWNmax panel, expand the "MDL Loading" section, click the browse button, find the mdl you've decided to use and import it. I'm using a simple placeable NWN2 imported building from the Vault. It has no destruct, death, etc animations to it.

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3) Click on the parts of the model and delete everything except the aurora base and ngon. Clicking on the "Select by Name" icon on the top bar will show you everything in the current project. If you want, you can save this now and reload it later as a good starting point for future projects. Rename the Aurora Base to fit your project. In this case, "e2_sub"

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4) Now on the right bar, click on the hammer tab, then the "Maxscripts" button. On the utilities section, you should see the Wavefront OBJ import script listed. Click on it and start it.

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5) Scroll down and you'll see an import button. Click and browse to your obj file and import it.

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6) The obj is now in the project. In this case, you can't see it because it's very small compared to a NWN item. Left click on the bottom left view window to select it (grey box around it) and expand it to full screen with the min/max button on the bottom right corner.

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7) Zooming in with the mouse wheel, you can now see the sub, standing upright.

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8) Since the sub imported at the wrong angle, we need to rotate it. Left click on the sub to select it, then left click the "Select and Rotate" button to select that and finally right click the button to bring up a popup window. Change the X value to 90 to rotate the sub 90 degrees.

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9) now the sub is the right angle but is still way to small.  Left click the "Select and Uniform Scale" button on the top bar. By trial and error I've found that all E2 models need to be increased by an acerage of 13,000 time to be close to NWN size. Increase the X/ Y/ Z vlues to 13,000. Changing the values in non uniform numbers can stretch the model in different ways from the original. You'll notice the 2 black lines crossing the view. The horizontal line will be either your X or Y axis depending on your view. Usually you'll want your mesh to rest right on this as this will represent ground level in the game. Since the sub is preset to be partially underwater, half of the mesh is below the line.

If the mesh does appear too small in the game (as did happen with the sub) reopen the save you should have made right before export. On the NWNmax panel, expand the "General Utils" section and hit the "Scale Wizard" button. Increasing the size precentage here will increase the size off all items in the mesh at once. I had to increase the sub by another 600% to get it to about the right size.

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10) Clicking the min/max button again will show you all 4 default view windows again. On the NWNmax panel, expand the "Mesh Tools" section and click on the "ResetXForm" button. This finalizes the changes you've made to the mesh. The scale will go from 13,000 of the old size to 100% of the new size.

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11) Right click the sub in one of the views to bring up a popup window. On the bottom right of the popup, select "Convert to Editable Mesh.

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12) On the right panel with the Modify(rainbow) tab selected, click on the vertex button to show all the verices of the mesh.

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13) Click on the edit selection on the top bar and the select all choice from the rollout. All the vetices will turn red to show they're selected.

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14) Scroll down on the right panel till you see the weld mesh section. Clicking on the "Selected" button will merge/delete duplicate vertices within the distance shown on the mesh. This will bring your poly count down and fix some possible mesh errors. Click the Reset XForms button on the NWNmax panel again. You should only do this when the mesh is the proper size for the game - a very small imported mesh could lose to many polys before the resize and be missing needed parts. Before melding might be a good time to save your work.

15) On the right panel, cllick on the "Create" tab and then the "Helpers" button under it.

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16 ) Left click the "Dummy" button and then click and hold down the left mouse button on the middle of the sub in the top down view. Move the mouse to expand the box that forms until its a little bigger than the sub - size isn't that important. Release the left button and right click to set the dummy. This will be the 1st part of the sub's PWK. Click the Modify tab and rename the dummy "e2_sub_pwk. On the modifers rollout, select "AuroraPlaceable" from near the bottom of the list.

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17) To form the 2nd part of the pwk, hit the Create tab on the right panel and then the Geometry button below. For the sub, we'll use the simple box shape. Click the box button. Below, leave the width segment at 1 but change the length and height segmanets to 3.
 On the top down view, move the mouse pointer to a corner of the sub, hold down the left mouse button and move the mouse to form a rectangle around the sub. release the mouse button and move the mouse towards the top of the screen to raise the walls of the box. At a height about equal to the sub, right click and set the box.

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18) As with step 11 above, select the box, convert to editable mesh and select vertices. Now though, click on a vertex and move it by holding down the left mouse button. Moving the vertixes one by one, we'll shape the box to  closer fit the shape of the sub. Hit the ResetXForm button on the NWNMax panel to finalize the shape.

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19) On the Edit button at the top , select the "Clone" option from the rollout to make a copy of the box. Name the copy "shadow".

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20) The "shadow" box will be what actually casts the shadow of the object in the world. Very complex objects wth their own shadow can slow/ crash the game. Select the Modify tab on the right panel, add the "AuroraTrimesh" to the shadow and make sure "shadow" is on and "render" is off. For the sub itslef, reverse this - add the AuroraTrimesh modifier, turn on render and turn off shadow.

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21) Repeat step 15 from above but make a small dummy next to the side of the sub. Rename it "sub_pwk_use01" . This will be the spot the character will move to when he tries to use the sub if its not static.

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22) About the last thing to do is link all the items togeher and to the base. Click the "select and Link" button on the top panel. Usually the top view is best - expand it and left click and hold on an item and drag to an item you want to link it to. Link the box and the usenode to the pwk, link the pwk, the sub and the shadow to the base. Click the "Select Object" arrow on the top bar and then the "Select by Name" button to see all your items. With the subtrre option clicked on the bottom of the popup, you'll see what's linked together. You can undo a link and relink if you have anything incorrect.

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23) Last, save your work and select the Aurora base and export the mdl. Set the classification to character and hit the export button. Since there's no animation present, it shouldn't mater which button you choose. You should now have the mdl and pwk for the sub in your output folder. Add the files to your hak and a new entry to your placeables.2da and you should have the sub in the game.

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Legacy_PLUSH HYENA of DOOM

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WW2 Submarine for NWN walkthru for PHoD
« Reply #1 on: May 05, 2013, 05:29:42 pm »


               Colossal, rampaging thanks of an outrageous magnitude!

First I'm going to throw away my own berkishly rubbish effort at creating a custom U-Boat model from scratch and stamp on it to make sure nobody ever sees it.

Then I shall endeavour to copy all this, with images, drag it off home to my own computer and start hitting all the other bits and pieces with a suitably enormous (and now hopefully more accurate) brick.

I very much appreciate the effort you've gone to here. And so, I'm sure, will others.
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 05 mai 2013 - 04:30 .
                     
                  


            

Legacy_Tarot Redhand

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WW2 Submarine for NWN walkthru for PHoD
« Reply #2 on: May 05, 2013, 07:29:10 pm »


               Thanks, not least for the location of an obj plug-in. I'll see if I can get some things I found on the web to work through this tutorial. (thinks now how do I reduce the geometry from 750,000 vertices to something manageable ('^_^'))

TR
               
               

               
            

Legacy_Randomdays

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« Reply #3 on: May 05, 2013, 07:50:19 pm »


               There's still a lot I don't know about gmax, but Blender has a decimate function that reduces polycount to 10% and another function that lets you reduce it by whatever % you want. Maybe Gmax has a simular function.

A lot of the 3D items on the web are too high poly to use as is, but a Good source of items are games from around the same time up to about 2005-2006.  Wow, Freedom Force, Dark age of Camelot, some of the shooters, etc. I have a couple of links I'll put up later that might help.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #4 on: May 05, 2013, 10:08:58 pm »


               The 750,000 vertices belong to a model of the Lexx (from the Canadian/German co-production (tv series) of the same name) to be found on the Celestia Motherload. While I don't actually plan on converting it for nwn I do have some others that I would love to. Models that I've found from all over the web. For one model I need something to convert a Bryce 3d model (other than Bryce itself obviously). The only thing I would say is don't hold your breath waiting for me to get around to doing it. Like most people on here I have multiple projects as well as rl to deal with as well.

TR
               
               

               


                     Modifié par Tarot Redhand, 05 mai 2013 - 09:11 .
                     
                  


            

Legacy_Randomdays

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WW2 Submarine for NWN walkthru for PHoD
« Reply #5 on: May 05, 2013, 11:13:05 pm »


               The Lexx is a 3DS file which Blender can work with and could be exported back out as a obj file.

Link to a walkthru I made for Freedom Force. It explains some basics on meshes, capturing them in a obj format from games, and bringing them into Freedom Force. Since FF uses skeletal animation, that part won't be to useful but the rest should be of use. also a thread showing a few things I converted

here

there

Link to a site with lots of meshes that could be useful, some in obj format.

everywhere
               
               

               
            

Legacy_ShadowM

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WW2 Submarine for NWN walkthru for PHoD
« Reply #6 on: May 06, 2013, 12:12:02 am »


               The obj. export import tool is also on Nwn vault I put a link in the sticky of tools in this CC forums.
LINK
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #7 on: May 06, 2013, 06:49:47 am »


               Speaking of other games, I have LONG cherished the idea of nabbing those lovely Dinosaurs from Jurassic Park : Operation Genesis... The big sticking point has always been the animations. A Spinosaurus is no good if it just stands there like a particularly large and menacing boulder...

There are also some things on my wish list in the ALIEN vs PREDATOR games and I'm now using this tutorial and some other guides and scraps of paper to attack some of the simpler ones of those...
               
               

               
            

Legacy_Randomdays

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« Reply #8 on: May 06, 2013, 07:18:39 am »


               Already checked into Operation Genesis - Very difficult to get the dinosaurs from that. The AvP games, I would have to look at the meshes as the polycount might not be right.

For the dinosaurs, I was working on the models from the 2003 Gamecube Turok Evolution game as they are possible to get. Got the stegosaurus started for FF but got sidetracked by other projects and haven gotten back to it yet.

For the animations, There's some you could use from the crocodile/ alligators out there, plus there's a few dinos in the CEP from various people
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #9 on: May 06, 2013, 09:30:44 am »


               Tell me about it!

I spent three days on the Acrocanthosaurus from JP:OG and got precisely nowhere... They're a very weird model format. I couldn't even get the nice tree ferns to work right.

NWN could do with some really good, high quality Dinosaurs... I've got some very good 3D models which are rigged but have no animations but the Ceratosaurus I've been experimenting with has a poly count of something like 250,000 which makes it more or less futile to try and put it in NWN anyway...
Zoo Tycoon 1 had an expansion with Dinosaurs, but I think they're a bit too small and simple. Probably look like Lego Dinosaurs by the time they're scaled up and rendered... I could be wrong though... Might just make a test or two...
               
               

               
            

Legacy_Randomdays

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« Reply #10 on: May 06, 2013, 09:52:16 am »


               Zoo Tycoon 2 is about right for NWN, as well as Wildlife Park 2. After the initial ZT2 and the1st expansion or 2, they changed the model format and the newer ones, including the dinos, aren't usable.

Besides the Turok game, here's some models that might work and are in obj format, but are unskinned. Haven't checked for poly count but looks about right.

here
               
               

               


                     Modifié par Randomdays, 06 mai 2013 - 08:55 .
                     
                  


            

Legacy_PLUSH HYENA of DOOM

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« Reply #11 on: May 09, 2013, 10:11:12 am »


               Yes, I already found those ones and thought they could form a usable basis... Then the hated word "animations" loomed toward me like an epically enraged Baryonyx and I kind've dribbled on myself, muttered darkly and haven't yet had the courage to even look beyond page two of the million page animations tutorial I found.

However, despite having no time to do any of the thousand things I'm trying to do right now, I have had some successes with gmax in the last day or two. Thanks for this guide and the link to that obj. import script - works perfectly on a number of models from the internet that have previously been irritatingly uncooperative...

Back to the not at all creative or interesting work on my mother's garden now... (actually, it's occasionally interesting when I discover a particularly weird bug or amphibian hiding in the verdure...)
               
               

               
            

Legacy_Randomdays

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« Reply #12 on: February 03, 2014, 01:16:20 am »


               Warning to all - imageshack redesigned itself not too long ago and today I see a message that my "free trial" only has 16 days left. Since I won't be paying for image hosting, I don't know what will happen to all my pics on the forums when the time runs out. Since this walkthru is image intensive it may not be much use without it. I suggest saving it on your hardrive with images if its something you use, just in case.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #13 on: February 03, 2014, 01:58:25 am »


               I would suggest copying your images across to dropbox where file hosting is still free and is what I am now using for posting images on here.

TR
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #14 on: February 03, 2014, 05:39:27 am »


               With your permission I could post this as an article on my website.  If your images should then disappear from imageshack you could link to the ones hosted with the article.

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 MDA