Location and name of dds file for different armors and weapons
#1
Posté 14 mai 2011 - 09:31
How would one go about finding which texture file fits the blueprint from the toolset. Say, I want to edit the cleric's robes, resref of x2_cloth008. Where would that file be and what would the file's name be?
#2
Posté 14 mai 2011 - 09:49
#3
Posté 15 mai 2011 - 01:25
To find the textures just look at the related MDB in MDBCloner to get the DDS files for that Model. Usually the resref has the same name of the Model.
Modifié par Morbane, 15 mai 2011 - 01:34 .
#4
Posté 15 mai 2011 - 02:28
Thanks for replying. Taking a look at the mdb's in cloner, and I don't see any correlation between resref's and model names. For example, many of the clothing has a resref that starts nw_cloth. There aren't any files within NWN2_Models folder that has that designation.Morbane wrote...
To find the textures just look at the related MDB in MDBCloner to get the DDS files for that Model. Usually the resref has the same name of the Model.
Also, for example, I noticed a mdb file named w_gsword08. None of the great swords in the toolset have a resref with the #8 in it.
Surely there's a better way to find the texture one is looking for other than trial and error?
#5
Posté 15 mai 2011 - 04:52
You can try looking in the associated 2da - I just cannot remember which one is for clothing or armor - in there you will get the correct model name associated with the resref.
Sorry I cant remember the 2da
Modifié par Morbane, 15 mai 2011 - 04:56 .
#6
Posté 15 mai 2011 - 11:45
#7
Posté 15 mai 2011 - 10:29
Looking through the materials folder, I'm assuming that for clothing/armor, I would need to look at files that have 'body' in the name. However, the naming scheme that was used is confusing.
The one's that begin with A seem to be bits of armor that can be added at different points. The files that begin with C are for creatures. The ones that begin with N seem to be for specific npc's. The ones that begin with P seem to be the ones I need to look at, but again, the naming scheme....
What does aaf, asf, ddf. etc. represent. I recognize that some are for male and female but the rest of the file names confuse me.
#8
Posté 15 mai 2011 - 10:57
For armor that is considered cloth, there was "cl" in the DDS. For leather: LE and for chain: C. It seems like maybe each different creature, there is a different file for each type of armor. I'm not sure about that, but it seemed that way for orcs. Of course for orcs it is simple because there is just one version of chainmail, leather, and cloth for them. I expect that this may be different for other creatures.
I am not convinced about this explanation, though, because it seems very inefficient to have to make a separate DDS file for each armor version on each creature, but maybe that's it. I would expect that someone who has made custom armor would know. In fact, maybe you could download some custom armor mods and see what files are included. That may give you some insight.
#9
Posté 15 mai 2011 - 11:56
-Semper- wrote...
M. Rieder wrote...
Overrides for the current armors: cloth, leather, and chain. I have no idea how to add additional ones.
it's all handled through the naming convention. so no 2da-modding or other "complicated" stuff is needed. if we take the leather main type of the orc as an example we've got something like this:
C_Orc_LE_Body01.mdb
C = creature
Orc = creatures' name
LE = main type = leather
body01 = main variation = 0 (within the toolset it's always the id-1)
so if you want to create another leather variation to choose from just rename your model to C_Orc_LE_Body02.mdb. i've simply cloned the chain mail main type and renamed it to appear within the leather options. worked like a charm
btw: nice lokking models!
#10
Posté 16 mai 2011 - 02:26
Model Naming Conventions
After you get the model ( mdb file ) open it up in mdb cloner, or a hex editor and you should be able to see the dds files inside it.
#11
Posté 16 mai 2011 - 11:21
#12
Posté 16 mai 2011 - 04:37
I thought the other part of the name refered to race, but it didn't seem like every model had textures for each race. Plus I thought armor/clothing was the same for all races, just resized.
Looks like it'll be just alot of hunting for the correct textures I need
#13
Posté 16 mai 2011 - 07:00
Orion7486 wrote...
it didn't seem like every model had textures for each race. Plus I thought armor/clothing was the same for all races, just resized.
actually it's so. that's why there are only textures for armors of the human races because the other races are just resized models with the same uv layout and texture.
#14
Posté 17 mai 2011 - 12:59
http://s522.photobuc...le.jpg&newest=1
Now, if I could ask for further help. I've got the texture in the game by just saving the texture file to my override folder and I have made a custom blueprint in toolset. I saved the .dds file using the same filename as the default texture.
What would I need to do to save the file using a different filename, so the default texture can still be used in game?
Modifié par Orion7486, 17 mai 2011 - 01:04 .
#15
Posté 17 mai 2011 - 01:03
The MDB file to make it non conflicting you generally want to select a new integer variant which is not in use by other modders. ( i have downloaded a lot of content which helps me figure this out to a degree )
#16
Posté 17 mai 2011 - 01:32
Ok thanks. I've renamed the dds file, it's in my override. The mdb file I have in my override also. I edited the mdb file so it uses the new texture. This texture happens to use the cloth 8 variant. How do I go about changing the integer variant so the 8 variant will use the default texture and I can pick a new variant for my texture?painofdungeoneternal wrote...
rename the dds file, edit the mdb file so it uses the new texture ( mdb cloner usually but some mdb's are wonky and you have to hex edit them ).
The MDB file to make it non conflicting you generally want to select a new integer variant which is not in use by other modders. ( i have downloaded a lot of content which helps me figure this out to a degree )
#17
Posté 17 mai 2011 - 04:03
ie if the model is name c_orc_head1, you look for a c_orc_head2, if it's not there you use that filename, if it's also there you try to use c_orc_head3 until you find a number not yet in use. Generally you give the dds file the same name, well that really keeps you and i sane.
The toolset automatically sees those numbers and you have to go in and pick head number 0, 1, or 2 to get the model in 1, 2 or 3. You don't really do anything, the game looks for MDB's in the given series for the most part. It's a little bit more complicated than that as far as the range and if it's using double digits, but it's generally very obvious just by looking at the current models in use.
( You can probably use that to find a number which is not used, but a lot of the issues here are conflicts with other content )
#18
Posté 17 mai 2011 - 01:06
#19
Posté 17 mai 2011 - 09:46
I then went into the toolset, and went into the properties of my custom blueprint for the robe. In the armor set window, I was looking for variation 40, but it wasn't there. In fact, no new variation showed up.
I also went into the properties tab and changed the armor variation number, under chest, to 40 and then to 39. The new texture doesn't show up in either case.
Putting the robe on doesn't cause the new texture to show up, either.
Help??
#20
Posté 17 mai 2011 - 10:25
2) if you model is called body39 within the toolset the number will be 38
3) armors always need both gender types to appear within the toolset (that's because of the male/female switch). you have to clone a female variation too and call it P_HHF_CL_Body39 and drop it at the override. just extract the P_HHF_CL_Body01.mdb from the NWN2_Models.zip, open it with the cloner, rename it and don't touch the texture slots.
#21
Posté 18 mai 2011 - 02:27





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