CleanModels 3 - tileset debugging software
CTP usage questions should be posted here.

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lord rosenkrantz
Posts: 165
Joined: Sun Aug 21, 2005 6:46 pm
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Post by lord rosenkrantz »

Unfortunatelly I am still busy irl these days, hopefully soon should have the time to spend some more thought on this optional and additional utility (including if it's really worth the effort, of course, especially because it wouldn't be me the one coding it in his free time, hence I wouldn't push for it except if strictly a must-have utility)

s030363l
Posts: 59
Joined: Tue Sep 12, 2006 11:31 pm
ctp: Yes
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Clean Models 3 Question

Post by s030363l »

OMB I was wondering as I don't have enough time to cruise thru the post if you have had any problems using clean models 3 on tiles with transparent textures as I ran it on the Barbaric North Tileset that Chandigar and I are working on and it caused those textures to flash on the exported tiles when I went to built a module so I had to revert back to the originals tiles. I may just be missing something I don't know? Your advice would be greatly appreciated.

lord rosenkrantz
Posts: 165
Joined: Sun Aug 21, 2005 6:46 pm
ctp: No
dla: No
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Post by lord rosenkrantz »

s030363l, I often run OMB utility on tilesets with transparent textures, and I haven't yet noticed any issue caused by it. But I am not sure I understand what happens to your meshes: the textures flash?
Can it be that CleanModels3 snaps your vertices so that your transparent texture meshes "flash" because their faces match the geometry of the mesh underneath them?
I had such an issue working on the rocky mountains, but it wasn't due to OMB's utility and I quickly fixed it by slightly pulling up the transparent meshes.

Hope it helps, while waiting for OMB to tackle down the issue

s030363l
Posts: 59
Joined: Tue Sep 12, 2006 11:31 pm
ctp: Yes
dla: No
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Post by s030363l »

[QUOTE=lord rosenkrantz;33836]Can it be that CleanModels3 snaps your vertices so that your transparent texture meshes "flash" because their faces match the geometry of the mesh underneath them?
[/QUOTE]

Your assumption is probably correct. I didn't even think about the meshes before I wrote. I am going to go an correct this I'll let you how it comes out. I have been looking at your mountain set and it looks outstanding, best of luck and thanks. Hopefully Chandigar or myself will put up some screens of the barbaric north tileset that we are working on soon as it also contains mountains.

OldMansBeard
Posts: 363
Joined: Sat Dec 17, 2005 7:11 pm

Post by OldMansBeard »

Snapping would certainly account for it. If that is not the explanation I will ask you for the specific example and look into it.

Nissa_Red
Posts: 8
Joined: Thu Oct 13, 2005 9:40 pm

Post by Nissa_Red »

I am getting the same kind of error message than Tiberius when I try the CleanModels tool on a single tile extracted (in ASCII format with NWNexplorer) from the Bioware "Microset" tileset :

[quote]---> LOG file

CleanModels 3.0 Beta 1.0 Fri May 18 11:14:09 2007
Input Directory: d:/cleanmodels/in
Output Directory: d:/cleanmodels/out
Files: *.mdl
Snap: decimal
Shadow: default
Repivot: if_needed
Allow Split: yes
Min. Size: 4
Smoothing Groups: use
Split First: concave
Force non-black nodes to ambient/diffuse 1 1 1: no

Cannot load edge tiles from 2da file

tms01_a01_01.mdl loaded.
applying decimal snap to node positions and trimesh vertices
unused tverts in aabb node cm154 deleted
out of range tvert(s) in face(s) of cm154 set to zero
concave sub-object box129_1 detached with 9 faces
repivoted box129_1 by [-5.8300000, -0.5600000, -3.9200000]
concave sub-object box129_2 detached with 9 faces
repivoted box129_2 by [-1.0400000, -2.1000000, -0.5900000]
repivoted box129 by [-1.3300000, -0.7500000, -4.4900000]
ERROR: Prolog initialisation failed:
ERROR: check_for/3: Undefined procedure: / change_aabb_material 2

---> Summary file

CleanModels 3.0s Fri May 18 11:14:09 2007
Input Directory: d:/cleanmodels/in
Output Directory: d:/cleanmodels/out
Files: *.mdl
Snap: decimal
Shadow: default
Repivot: if_needed
Allow Split: yes
Min. Size: 4
Smoothing Groups: use
Split First: concave
Force non-black nodes to ambient/diffuse 1 1 1: no

tms01_a01_01.mdl[/quote]

I downloaded the tool from the Vault, from this link :

http://nwvault.ign.com/View.php?view=Ot ... il&id=1151

Any help would be greatly appreciated, as this tool seems to be extremely powerful, and I would love to learn how to use it properly. Thank you :)

PS : I apologize if I am doing anything wrong (I did read the Readme).

OldMansBeard
Posts: 363
Joined: Sat Dec 17, 2005 7:11 pm

Post by OldMansBeard »

Try downloading the files again from the vault and using Beta 1.1 (the current release) with the .exe dated 13th October 2006. You should see this in the log:

[quote]
tms01_a01_01.mdl loaded.
applying decimal snap to node positions and mesh vertices
unused tverts in aabb node cm154 deleted
out of range tvert(s) in face(s) of cm154 set to zero
concave sub-object box129_1 detached with 9 faces
repivoted box129_1 by [-5.8300000, -0.5600000, -3.9200000]
concave sub-object box129_2 detached with 9 faces
repivoted box129_2 by [-1.0400000, -2.1000000, -0.5900000]
repivoted box129 by [-1.3300000, -0.7500000, -4.4900000]
aabb node cm154 reset to tile origin
aabb data rebuilt
Fixes made = 427
tms01_a01_01.mdl written.
tms01_a01_01.wok written
[/quote]

Nissa_Red
Posts: 8
Joined: Thu Oct 13, 2005 9:40 pm

Post by Nissa_Red »

You're correct, and I am absolutely baffled.

I downloaded your tool about a week ago from the Vault, followed the instructions from your ReadMe and it didn't work. Today, I downloaded the tool from the same link again, extracted it, replaced whatever I had in my directory and now it works :

[quote]tms01_a01_01.mdl loaded.
applying decimal snap to node positions and trimesh vertices
unused tverts in aabb node cm154 deleted
out of range tvert(s) in face(s) of cm154 set to zero
concave sub-object box129_1 detached with 9 faces
repivoted box129_1 by [-5.8300000, -0.5600000, -3.9200000]
concave sub-object box129_2 detached with 9 faces
repivoted box129_2 by [-1.0400000, -2.1000000, -0.5900000]
repivoted box129 by [-1.3300000, -0.7500000, -4.4900000]
repivoted plane18 by [0.6906173, 0.8406173, 0.0000000]
repivoted plane01 by [-2.7190909, -2.6400000, 0.0000000]
aabb node cm154 reset to tile origin
aabb data rebuilt
Fixes made = 449
tms01_a01_01.mdl written.
tms01_a01_01.wok written[/quote]

I assume the number of changes differ since I extracted the tile with NWNexplorer from "NWN Main Data", hence unpatched, but the essential remains, it works.

Thank you very much for your help, OMB :)

OldMansBeard
Posts: 363
Joined: Sat Dec 17, 2005 7:11 pm

Post by OldMansBeard »

[quote=Nissa_Red;40452]You're correct, and I am absolutely baffled.

I downloaded your tool about a week ago from the Vault, followed the instructions from your ReadMe and it didn't work. Today, I downloaded the tool from the same link again, extracted it, replaced whatever I had in my directory and now it works :[/quote]

That's strange. Your original log showed that you had been running Beta 1.0 but that was only up on the vault for about a day before I pulled it and replaced it with Beta 1.1 - and that was back last October. I can only think that there was a glitch on the Vault and it delivered the wrong file. Still, it's okay now. We'll probably never know.
[quote]
I assume the number of changes differ since I extracted the tile with NWNexplorer from "NWN Main Data", hence unpatched, but the essential remains, it works.

Thank you very much for your help, OMB :)[/quote]Good. Post here again if you have any queries.

OMB

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