New test build: Max NifTools Plugin (many versions)
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08-20-2008, 03:35 AM,
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New test build: Max NifTools Plugin (many versions)
All Hail The Great And Powerful tazpn!
Includes 5-9, 2008, & 2009. Check it out here. When I get time, I should probably try to integrate Wild Magic too, so we can have capsules. Steve |
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08-20-2008, 03:46 AM,
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Nice. Can you do a quick summary of has been changed?
I cheked the link, didn't understand much of it |
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08-20-2008, 05:38 AM,
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Honestly at this point, not too much. AFAIK:
Feel free to correct, Steve |
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08-20-2008, 09:45 AM,
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Nice, I'll be sure to check it out later.
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08-20-2008, 04:01 PM,
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Awesome =)
Quote:Originally posted by SACarrow What does this mean for a user of the plugin?
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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08-20-2008, 04:17 PM,
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Quote:Originally posted by Razorwing GFQ. haven't had a chance to try it yet, but Phitt's postings on that thread imply that with very minor tweaks, Mopps shapes can be exported correctly. I'm about two voice BSAs away from trying it though. Steve |
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08-20-2008, 08:24 PM,
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Aah, kk. Well I would imagine he's got a vested interest in that since he went with mesh collision pretty much all the way on his Dwemer stuff, so that could drive him to pull it off. Wonder if I should jump ship on primitive collision already now? Hmm... nah I'll hang on to the practice for awhile longer, feels "tried and tested" to me.
Edit: I noticed the new exporter exports the minimum size value of bhkBoxShapes. Yaay! That's both a good timesaver and quality control mechanism when one can't or won't do it manually. Edit (2): Looks like there's a wip version of the Mopp export. You can export a packed strips shape and it gets sorted under a bhkMoppBvTreeShape block. Doesn't work though, when I tested I could run right through the model. I doublechecked with the tcg command and the collision was there, it just wasn't working. Note; When I switched from the packed strips shape option to the strips option in max, the program crashed. Hmm... after further tests it seems the program always crashes when choosing that option.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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08-21-2008, 12:02 PM,
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Indeed, indeed.
To get MOPP working with the exporter you need to set two unknown floats to 1, details can be found in the Niftools thread. The havok material in subshapes is also wrong after export (unless you chose 'wood'), but you can set that in Nifskope as well. I asked Tazpn to set some of the settings to Beth defaults (including the two floats that cause the buggy collision), so I hope we'll have a fully functional MOPP export soon. Guess more than one subshape won't be possible then anyway, but it's the performance and material sounds I'm after. I tested the MOPP performance by the way. At least in the simple test I made (270 tiles with 32 creatures on them) the MOPP collision performance was about 25% better than regular packed strips collision. Means a lot of work to update all the Dwemer and other meshes I have, but it will be worth it. When I'm done I can send you the updated files (as well as a lot of additional stuff you don't have yet by the way). Might take a few weeks though as I don't want to do it all at once. I have a short attention span when it comes to boring tasks like that. And I want to wait for an exporter that doesn't cause bugs that need to be fixed in Nifskope. |
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08-21-2008, 09:36 PM,
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Hail!
AM NOT A TEXTURER
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08-21-2008, 11:11 PM,
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Thanks for sharing the future update with us, phitt I'll make a note of updating the moldcave pieces shortly after the MOPP-enabled exporter is released and will send you those updates.
Feel free to think of me as a happy go-lucky idiot, because often times I am, but here is a volley of questions from me that I hope you guys can answer.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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