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Author Topic: NWMax 0.9  (Read 579 times)
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Bane
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« on: Jun 21, 2009, 05:19 AM »

NWMax 0.9
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Progress so far:

- Flexible toolbar, docks to the sides or floats.  Remembers your position and preference.
- Can snap to the corners of your monitor (and supports 2 monitors, unfortunately Max can't detect monitor sizes that I know of, so you have to put in your resolution manually)
- Customize the rollouts that appear in the toolbar, so if you're working on tiles, you can switch to tile-related tools, or if animations, have only they appear in the window.  Less messy than having all of the rollouts appear all the time when working on something specific.
- Tools are arranged by related purpose with more options for control
- URL links on every rollout that points to a website+rollout name (in this case, the WikiCCG), so you get instant help on the tool in question.  i.e. clicking Help on the Desparkler rollout would go to http://ccg.dladventures.com/index.php/NWMax_Desparkler/

NWN specific:
- AuroraBase streamlined into Character, Tile, Door, Placeable, etc. types, so it removes the classification field to reduce confusion (i.e. Placeable doesn't exist as a valid classification, you have to set it as Other or something).
- Based on type made, it will automatically populate the model with the necessary helpers and name them.  Saves confusion over which object to put the PWK modifier on, what to name them, etc.
- Automatic sanity check of name length due to the 16 character limit
- Will automatically rename helpers as needed, based on the AuroraBase name (rename PLC_A01 to PLC_A02 and the helpers will rename themselves to A02_pwk_use01, etc)

Future features planned to ease content creation:
- Race creator system that lets you swap body parts in and out of the mannequin
- Integrating Velmar's tools and more specifically, his Tileset Creator Tool (along with my tileset generator).  AuroraBases if classified as a Tile, will hold the pathnode and such into the AuroraBase itself (cutting down on the number of dummy objects in the scene).

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Gryphyn
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« Reply #1 on: Jun 22, 2009, 12:23 AM »

Yep, works with GMax. (as you're 3D design tool)
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