NWmax SanityChecks

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Sanity Checks

NWmax has a build-in error check system called 'SanityChecks' that check for common problems in a model that would create an invalid or problematic model. When one of the sanity checks fails NWmax will pop up a message. You can check the origin of the sanity check by pressing the 'ShowSanity Check Results' button on the AuroraBase. A text file will come up with a list of exported resources, some will show an error message if a SanityCheck failed on it.

-- NOTE -- Since NWmax v0.8 b52 the AuroraBases don't have individual sanity checks anymore. Instead you set the checks you want to apply during export on the NWmax panel, in the 'General' Section.

The following is the list of sanity checks, what they check for and what common error messages will appear.

Emitter Validity

  • What it Checks for:
  • Error Message:
  • Proposed Solution:

AuraRef Existance

  • What it Checks for:
  • Error Message:
  • Proposed Solution:

Node Name Validity

  • What it Checks for: NameCheck will verify that all nodes to be exported do not have spaces in their names. If a space is found, a warning will be issued to the user, and the user will have be asked if they wish to replace the spaces with underscores. Consecutive spaces will be replaced with a single underscore however.
  • Error Messages:
    • An object in the scene has a name that contains no characters. NameCheck cannot continue. 'Node Name Validity' Check failed.
    • (Node Name)is too long. An object name can be up to 16 characters. NameCheck cannot continue
  • Proposed Solution: Make sure all nodes have at least 1 but not more than 16 characters as name.

Zero World Scale

Makes sure that objects have no scale transforms associated.

Material Bitmap Check

Checks material names.

Bitmap Name Validity

Targa file name check.

Weld To Nearest CM

Will move a part's vertices to the nearest cm for smaller file sizes. This is with respect to the parts orientation, so watch for seams in the geometry in some cases.

Node type 'boolean'

Not sure, to tell you the truth…

Valid Controllers on Keys

Only allows linear interpolation on all keys.

Animated Mesh Validity

Unused

Texvert Validity

The game doesn't like it when a vertex doesn't have a proper texture coordinate for mapping.

Zero Faces On A Node

Nor does it like when a part does not contain any vertices.

Bumpy-Shiny Alignment Check

Unused

Animroot Existance

Checks the slot in AuraBase for a name of the Anim root.

Skinning: 4 Bones per Vert

Is for our skinning system. It just makes sure no vertices have more than four bones affecting them.

Check WOK

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