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Neverblender Tutorials?

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thirdmouse
Neverblender Tutorials?

So... the internet is full of beginner Blender videos and such, and after futzing around some I understand enough of the interface to wreck someone's finely crafted models, but I don't understand the getting out of Blender and into NWN part. Hoping someone can help me out.

After fiddling with a model for awhile trying to get it to work, I had a lightbulb moment where instead of continuing to tear out my hair over mine, I just imported a working one and exported it again without any changes to test, and found it to be differently sized... and no longer working. D'oh. I appear to be a little simple. I feel like I tried every combination of export options to no avail, hehe. Is there any chance of one of the many gmax simple tile/weapon/placeable/head type tutorials being translated to Blender (or already existing)? I think just having one to compare would help see the differences in all the rest. 

Also, what are the limitations of Neverblender compared with nwmax? (I'm running Linux at the moment and anything *max seems to be right out.) Is it just emitters and such that are a problem, or will only being able to run Blender have other fun surprises, lurking in the marshes of discovery (or something)? (You can spoil the surprise, it's okay!)

Thanks for any advice and sorry for the trouble!

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Tarot Redhand

While it doesn't help with your problem, did you know that there is a blender for dummies book on amazon? This should ease the pulling your hair out bit and may tell you stuff that you would never guess you could do with it. If you are prepared to get the edition for an earlier version of blender, you can get a used copy for under $8 including shipping.

TR

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DrA

After many experiments with Blender, I think it handles materials a bit differently, hence the size. Could you write a bit more about the trouble with export? Were you trying to export tile? Placeable? Creature? What kind of trouble did you experience? Not exporting at all? Or not exporting textures?

My first advice - check normals, aurora dummy position (should be always 0,0,0)  and type - tile or character, check the parent - child relation (mdl dummy should always be "parent" to your model). As I recall, there are very basic tutorials under Neverblender section. If you need more info, PM me - I'll try to help.

Blender pros - it's fully fledged 3d software, not "stunted" version, like GMAX  - so you can easily modify, texture and save materials for future use (even create your own "library"), there are many modifyiers to make your work easier (as Array, Mirror, etc.). You can easilly see, how you textured models looks like "on fly", and change the UV mapping. Also, blender allows you very precise placement of every vertex - so you don't need Tile Lifter.  AND - last but not least - easy to customize interface, handy switch of views. But again - I might be biased, after workong with Blender for some time.

Blender cons - support. Export - import scrips do not automate as many things as NWNMax Like automatic adding lights, cutting tiles, copying animations from one mdl to another, etc). No support for emitters is another thing - you can import-export but not create from scratch. There is limited support for animation. Materials - while you can use transparency, you cannot achieve something like DLA glass (well, at least I couldn't), there might be some troubles with NWN "pseudomirror" and other glossy things.

Another thing - there's no so-called "sanity check" - something done by default in NWNMax to make sure, that your model works correctly in-game. If something doesn't work, you must hunt down the errors by yourself.

 

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Symmetric

Oh, well. I haven't updated the tutorials for the current version. I'll get to it in the next major release (1.3), which I'm working on atm. But that may take some time. The animation system will get a major overhaul. As of now most animations work, but it's very clunky to work with. Emitters support is very rudimentary. They can be imported and exported, but not edited (except as text).

As others have said, neverblender doesn't have all the tools and helper nwmax or gmax has. A lot of work has to be done by hand.

Which model did you try to import and export? The one with the scaling issue.

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thirdmouse

Hello, thanks for all replies. I'm afraid I misled you when I vaguely spoke of sizes, because I actually meant file size -- my point was really just that I was clearly so clueless I must not have even been exporting (or importing) files correctly to begin with, but wasn't sure if there was anything ridiculously basic laying around... And ah, speaking of being clueless, two of you have referenced Neverblender having basic tutorials, but I don't see any mention of them on its vault page... Is there something else that is the "Neverblender section" ? Sorry heh, usually my search-fu is strong. 

Thanks for the specifics in things to check, also. A long time ago I did a lot of non-modelling tileset work for a PW, just retexturing and merging and adding tiles from other sets and such, but cracked open gmax like once and slithered away, hehe. I feel like maybe it was just a bad idea to start 100% new in Blender and getting stuff in and out of NWN at the same time. I have an old Windows installation that I might be able to get NWmax running on (but not NWN, amusingly...), so my thinking is that I will take just take some pre-time trying to wade through the greater amount of material on that front just to get used to the nomenclature and pieces before switching back. Learning how to do it anywhere would help picking it up somewhere else.

Thanks again! 

Edit - Since Symmetric mentioned not having updated for a new version, I went and looked at the legacy file and see that the manual was in that one, apologies and thanks all together!

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