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Editing and Importing Pre-existing Body Models


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#1
HacKnight

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Ok so here is the thing I already have some custom body models installed and they are working great. What I have been trying to do is rework some of these models for my own tastes. All of these files are been put to use through the use of the Overwrite folder. I have been using 3DS Max and Blender to do the modeling and I have NW2 MDL Import/Export scripts for both programs. My problem is that when I export it in MDL format and overwrite the original when I open NW2 my character's body is gone all you can see is the head, hands, and feet. I will be the first to admit that I am completely new to this and I know I am already in a world of hurt because I will need to retexture the models as well but if anyone can give me a hand that would be great.

Hack Knight

Modifié par HacKnight, 14 janvier 2011 - 09:20 .


#2
ArtEChoke

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I hate to say this, but I have never successfully exported to the toolset using the mdb tools (I assume you are using Tazpn's importer/expoter). After I read your post, I tried for about an hour on just importing the Blade Golem and exporting it right back out again with various changes to the file. Nothing worked.

The only advice I can suggest, would be to open up some of the previous projects that were completed through the import/export tools and take a look at the file properties to see what they're doing differently. Evil Edison's Efreet, Hill Giants, and Grey Render and Schazzwozzer's Samurai Armor come to mind.

Here's just a general checklist of other things, just in case:
- make sure there's a skin modifier (I know, just pointing out the obvious) attached to the model.
- make sure you have your model names correctly labeled (the model names are very important).
- make sure you have a diffuse map and a normal applied to a material which is applied to the model. With no material it will not show up, but if a material is applied, it will show up, even if it can't find the image maps.
- check to see if the model imported into max (or blender) at an extremely small size. In some versions of max/plugin the model comes in at 1/10,000 of the normal size. If this has happened you can select all verts and expand it by %10,000, or export and then use the export fields to blow it up.
- there's some general export crap that needs to go in the properties>user defined tab that fakes some of the expotron stuff. I am still unclear exactly what this needs to be. As an example a creature I've successfully exported using expotron has the following input:

type = skin
skelfile = c_id_skel

skin indicates that its not a rigid mesh, and the skeleton is obviously just telling the engine what .gr2 file to look for for its animations.

In expotron, you need to export into the folder containing the skeleton for it to work - so you could try to put a copy of the skeleton in question into your override before exporting. Didn't work for me, but who knows.

If I think of anything else, I'll let you know.

Also, if you get it working, document it and make a tutorial!

Modifié par ArtEChoke, 15 janvier 2011 - 06:04 .


#3
HacKnight

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Thanks, I'll take a gander at these different things. I guess I was just really surprised because in reality I didn't change anything about the properties of the file jut the model and it still didn't work. My only conclusions were that when I imported the file the program didn't import all of the properties or when I exported the file some of the needed properties didn't get exported with it.