new long bow models not showing......
#1
Posté 13 février 2011 - 11:59
I understand how the naming convention works thus why I am so baffled because if i number them to replace existing models they show just fine in game and in toolset but as soon as I asign them to unused open slots they dont show up.
The slots I'm trying to use are:
wbwln_t_091, through wbwln_t_094,
wbwln_m_091, through wbwln_m_094,
wbwln_b_091, through wbwln_b_094
I also tried 101 through 104 for this series and nothing..... gets stranger as there are models in for middle parts for models 18 and 19 but I can't get anything to show up for tops or bottoms in those ranges..... Does anyone know what this is about? is there something I'm missing? Any help or insight is much appreciated. It would be a shame for these models to go unused as they are rather nice for being the low poly models that nwn likes.
Thanks in advance as always.
#2
Posté 14 février 2011 - 12:29
you have to tell the game theres something there.
#3
Posté 14 février 2011 - 12:30
To determine what shapes are available, scan for TGA icons from <number> = (MinRange + minimum
color) to <number> = MaxRange, incrementing by 10 each time. If an icon exists, then assume that all
the MDL file exists as well, and also assume that the shape variant exists in all the other colors as well.
For example, suppose that the minimum color found earlier was 2, the maximum color was 4,
MinRange = 10, and MaxRange = 100. The icon scan would check for 012, 022, 032, ... 092. If 082
exists, for example, then assume that 083 and 084 also exist
When drawing the Icon for a composite item, the 3 portions are painted one after the other in the order:
bottom, middle, top. The order is important because the icons overlap.
This leads me to ask. Do you have an Icon also. It seems like if there is no Icon the models are ingnored.
#4
Posté 14 février 2011 - 12:37
#5
Posté 14 février 2011 - 12:43
#6
Posté 14 février 2011 - 03:42
#7
Posté 14 février 2011 - 05:54
A couple questions:
(1) Have you isolated the hak you are adding from all others, and only added that hak to a new module? (This is a good test for hak conflicts)
(2) When you renumbered the longbows did you change the text references to the model inside the .mdl file? When I move art assets around I usually have to do a find and replace dance. Open the MDL file, and look for the file name. If it does not match with the name of the mdl file, change it to match.
#8
Posté 16 février 2011 - 12:18
henesua wrote...
I've added a number of custom longbows.
A couple questions:
(1) Have you isolated the hak you are adding from all others, and only added that hak to a new module? (This is a good test for hak conflicts)
(2) When you renumbered the longbows did you change the text references to the model inside the .mdl file? When I move art assets around I usually have to do a find and replace dance. Open the MDL file, and look for the file name. If it does not match with the name of the mdl file, change it to match.
Thanks for the response.
1. yes I have gotten in the habit of testing new content in isolated haks in a test module for it.
2. I do any renumbering / modeling with 3dsmax 9 using using the nwmax and veltools plugins. When changing a base name this way it does all that automaticly. Although I have been known to cheat some when renumbering alot of models by using the renaming functions of the tileset duplicater (which I have also found useful for migrating phenos).
I have also been noticing some other issues like the occassional inventory icon refusing to show in game when put in a hak yet it will show up just fine from override..... I am going to rip nwn out today and do a clean reinstall yet I'm not sure this will change anything........ Will post back later with my findings.





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