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Wishlist for next D'jinni's update

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J

jbaudrand

Senior user
#1
May 22, 2008
Wishlist for next D'jinni's update

Updated (6/02/09 please correct me if I forget something):1) less crashes (it's better than 1.3, a great thanks to devs) .2) A documentation about NPC fighting Style, it's hard to define a strategy 3) Add a numeric input in position/rotation edit mode (suggested by Evolution101)4) Add a way to import/export from Blender* (suggested by Simon Brooke)please add your wish and I'll update list (the ranking is my opinion, if you think something is more important than another, please explain your point of view, it's an opened thread, the goal is to help CDproject team to focus on what tool the community need as you can see they really listen to us)
 
F

firehawk

Senior user
#2
May 22, 2008
- less crashes- some way to decompile ncs files (thread)
 
J

J_Slash

Forum veteran
#3
May 23, 2008
- Decompiling .ncs files, yes it is that important.- A new LUA decompiler, the current decompiler fails with some files.- A built-in BIF extractor, just to make things easier.- A model importer/exporter.Looking forward to D'jinni being the perfect game editor. Thank you CDPR.
 
J

jbaudrand

Senior user
#4
May 23, 2008
:) J_SLASH: please could you add few detail with the "model importer/exporter" request, because I think there's already a 3dsmax 9 plug in that work for placeable, do you mean an I/E for character, or a plug-in for another 3d software?
 
V

vaernus

Senior user
#5
May 25, 2008
We have just launched the exporter tutorial to build your own models and landscapes and export them into Djinni. The link is: *Full Exporter Manual for 3DsMax9
 
J

jbaudrand

Senior user
#6
May 25, 2008
:) this thread is only for request for the next update of the D'jinni, please post news about new tutorials in the appropriate thread.
 
V

vaernus

Senior user
#7
May 25, 2008
This reply was mainly towards J_Slash who was asking questions about the model importer/exporter. The official exporter is on Djinni Wikia under Model Exporting, and the full official manual is what was linked previously. These are CDProjekt tools and documents. :)
 
J

J_Slash

Forum veteran
#8
May 25, 2008
jbaudrand said:
:) J_SLASH: please could you add few detail with the "model importer/exporter" request, because I think there's already a 3dsmax 9 plug in that work for placeable, do you mean an I/E for character, or a plug-in for another 3d software?
Click to expand...
As far as i know, the max plugin is used only to export models from 3dmax to the game, i wish we could edit models from the game as well, and they would serve as a good guide for new models.
 
V

vaernus

Senior user
#9
May 25, 2008
You can access a handful of models in Price of Neutrality in .MDL format. Using NWMax, you should be able to import them into 3DS Max 9, but the problem is you lose all modifiers. Not too big of an issue for an area, as the exporter manual will explain what to add, but since we don't have documentation for characters, that's something we still need to figure out.
 
J

jbaudrand

Senior user
#10
May 25, 2008
:) thanks for explain this, I've updated the top ranking list.but I think CDprojekt maybe don't want to see their copyrighted work used by everyone under 3dsmax...
 
J

J_Slash

Forum veteran
#11
May 26, 2008
Vaernus said:
You can access a handful of models in Price of Neutrality in .MDL format. Using NWMax, you should be able to import them into 3DS Max 9, but the problem is you lose all modifiers. Not too big of an issue for an area, as the exporter manual will explain what to add, but since we don't have documentation for characters, that's something we still need to figure out.
Click to expand...
Thank you Vaernus, but as you said the problem is you lose all modifiers, so if i wanted to do something simple, like adding a scabbard to Geralt's armor, i would have to re-apply the modifiers, or create a new armor from scratch, and i don't think i am capable of doing either, it's just importing models from the game would make everyones job a lot easier that's all.
Vaernus said:
:) thanks for explain this, I've updated the top ranking list.but I think CDprojekt maybe don't want to see their copyrighted work used by everyone under 3dsmax...
Click to expand...
Thank you for the time and effort.:)
 
J

jbaudrand

Senior user
#12
May 28, 2008
:) I think an official answer from CDproject like "we have look at this list and we'll try to satisify the community needs" would be welcome now...
 
E

Eriash

Forum veteran
#13
May 29, 2008
You want it. You got it.We are visiting threads here regularly and be sure all ideas and requests here are and will be taken under consideration and discussion.Keep it coming and thanks for great feedback.
 
J

jbaudrand

Senior user
#14
May 30, 2008
:) thanks Eriash, it's the kind of word that can attract new modders!!!
 
J

jbaudrand

Senior user
#15
Jun 18, 2008
updated 18/06/08
 
J

jbaudrand

Senior user
#16
Jul 11, 2008
updated 11/07/08add translation of all script from polish to english
 
U

username_17

Forum veteran
#17
Jul 12, 2008
jbaudrand said:
updated 11/07/08add translation of all script from polish to english
Click to expand...
I agree, and put a decompiler for those ncs scripts in it too. I know it was mentioned in the first thread, but this is absolute necessary to understand the ncs scripts and make own ones, for me as beginner!
 
G

Gamewidow

Forum veteran
#18
Jul 12, 2008
give us the source code so we can help you debug ... that would be my request. I have a very qualified professional at my disposal :)
 
U

username_2075278

Senior user
#19
Jul 12, 2008
gamewidow said:
give us the source code so we can help you debug ... that would be my request. I have a very qualified professional at my disposal :)
Click to expand...
Yes. Every time D'Jinni crashes Visual Studio pops up and saya 'do you want to debug this'. If I had source code I could do some of that debugging, and you'd end up with a more reliable system...I'd also be able to rewrite the sodding dialogue editor, which is driving me nuts!Oh - and what I'd most like to add?A means of importing models from MakeHuman;A means of importing models from The Blender
 
E

Evolution101

Senior user
#20
Jul 15, 2008
How about a way to specify how far you rotate and object instead of just guessing whether you've done it 90/180 degrees.
 
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