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<blockquote data-quote="Steel_Wind" data-source="post: 2145560" data-attributes="member: 20741"><p>There are scaling issues, yes, but that's simply a matter of the scale factor on the art necessitated by AI pathfinding in the game code. If the purpose you seek to use it for does not have to actually run a module - but is designed only to create maps - you can alter the scale using the scaler in <a href="http://nwmax.dladventures.com" target="_blank">NWmax</a>, a 3d modeling script created by Joco, a member of DLA and the scaling issues go away.</p><p></p><p>The scale wizard in NWmax was designed so a complete newbie could use it. It runs within gmax - also a free modeling program. Normally, gmax game packs are licensed to developers by discreet to ship with their game at a cost of hundreds of thousands of dollars. We designed a little util that runs outside of gmax - again for free - so that gmax can save and load NWN model files seamlessly. The end result is that members of the NWN community have access to professional level 3d tools at a cost of ZERO dollars and ZERO cents. NWmax is the standard modeling script in the community and has been for a long time now. Even artists we work with at BioWare now use it on occasion as we offer features that BioWare's scripts do not. NWmax for gmax and gmax itself are free.</p><p></p><p>As for everything being at right angles - again - this need not be so. It is the way pathfinding works in the game that requires these hard angles and large scales. If maps are your only goal, there is nothing to prevent you from taking a building and creating it as a placeable object. NWmax to the rescue again. Many haks available on NWvault already do this.</p><p></p><p>THe difference between a placeable object and a tile is an important one. A placable object may be placed anywhere at any angle and you can group them close together too. This means for creating village and town maps, you simply drop your buildings down exactly where you want them, and adjust the angles simply rotating it using the mouse - any angle you want 0 to 360 degrees - and Bob's your uncle.</p><p></p><p>The square grid issue vanishes. The right angle issue vanishes. The scale of the building issue vanishes. All of a sudden, you have an extremely powerful and incredbily flexible mapping program that anyone can use to do in minutes what CC2Pro and Dundjinni would take days to accomplish. </p><p></p><p>While what you say is true of STOCK NWN - it is not true of the NWN toolset if you use hak paks to make the toolset serve the purpose you want it for (map making for PnP games) instead of creating solo and multiplayer computerr games.</p><p></p><p>The NWN toolset is easily the most powerful program of the three - but it's not quite there yet. With some tweaking - it can be.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2145560, member: 20741"] There are scaling issues, yes, but that's simply a matter of the scale factor on the art necessitated by AI pathfinding in the game code. If the purpose you seek to use it for does not have to actually run a module - but is designed only to create maps - you can alter the scale using the scaler in [URL=http://nwmax.dladventures.com]NWmax[/URL], a 3d modeling script created by Joco, a member of DLA and the scaling issues go away. The scale wizard in NWmax was designed so a complete newbie could use it. It runs within gmax - also a free modeling program. Normally, gmax game packs are licensed to developers by discreet to ship with their game at a cost of hundreds of thousands of dollars. We designed a little util that runs outside of gmax - again for free - so that gmax can save and load NWN model files seamlessly. The end result is that members of the NWN community have access to professional level 3d tools at a cost of ZERO dollars and ZERO cents. NWmax is the standard modeling script in the community and has been for a long time now. Even artists we work with at BioWare now use it on occasion as we offer features that BioWare's scripts do not. NWmax for gmax and gmax itself are free. As for everything being at right angles - again - this need not be so. It is the way pathfinding works in the game that requires these hard angles and large scales. If maps are your only goal, there is nothing to prevent you from taking a building and creating it as a placeable object. NWmax to the rescue again. Many haks available on NWvault already do this. THe difference between a placeable object and a tile is an important one. A placable object may be placed anywhere at any angle and you can group them close together too. This means for creating village and town maps, you simply drop your buildings down exactly where you want them, and adjust the angles simply rotating it using the mouse - any angle you want 0 to 360 degrees - and Bob's your uncle. The square grid issue vanishes. The right angle issue vanishes. The scale of the building issue vanishes. All of a sudden, you have an extremely powerful and incredbily flexible mapping program that anyone can use to do in minutes what CC2Pro and Dundjinni would take days to accomplish. While what you say is true of STOCK NWN - it is not true of the NWN toolset if you use hak paks to make the toolset serve the purpose you want it for (map making for PnP games) instead of creating solo and multiplayer computerr games. The NWN toolset is easily the most powerful program of the three - but it's not quite there yet. With some tweaking - it can be. [/QUOTE]
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