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Dwarves, head transplants and missing second grannys!


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#1
Black_Dragontra

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Hello, I’m currently doing the custom content for a new PW project (And by new I mean it’s been in development about a year ^^) I’m completely fine with d2a work and have even managed to make custom placeables and get them in the engine before ...  but this time, I’m hitting a major hurdle. 

In short I’m trying to get all the dwarven heads (Shield dwarves, gold dwarves and duergar) to load as shield dwarf heads.   So no funky D2A stuff this time, just some reexporting of the gold dwarf and duergar heads under a different names. 

I’m using 64bit 3ds max 2011 and Tazpn’s 3ds Max MDB Importer/Exporter. In short I’ve been loading up the models, changing all their names to match the shield dwarf naming conventions then re exporting them.   Like most my first attempts at anything nwn2 related, they cause the game to crash when loaded.

I “think” the reason for this is because I haven’t reskinned them to the shield dwarf skeleton, however that brings up a whole new problem.    My max doesn’t seem to load nwn2 skeletons with models and, upon seeking out the gr2 files and attempting to open them manually it fails, announcing “unable to locate file: granny2.dll”.

Any help would really really really really be appreciated. Or suggestions, or just random guesses, random guessing has pretty much got me this far nwn2 wise :).

Modifié par Black_Dragontra, 31 janvier 2012 - 05:42 .


#2
painofdungeoneternal

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It's not a 3ds max thing to fix, it's more getting the files named right. You probably are introducing new issues via using 3ds max.

Rename the mdb files so they follow the naming conventions, which includes adjusting the internal name inside the mdb file ( use mdb cloner or a hex editor if that does not work ). Skeleton should match what is in appearance.2da regardless.

#3
phil76

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If using 3DS Max, you should use version 7, 8 or 9, the expotron plugin doesn't work with max 11.

I have never worked on dwarves heads, and so don't know if they are the same size, but sometimes renaming is not enough, you also need to scale the head otherwise hairs and helms will appear too small or too large if the duergar head, for example, is larger or smaller respectively.

I have many other work not finished, but I can help you if needed because I have 3DS Max 9.

Otherwise mdb cloner should work fine as long as you don't need to modify the mesh.

#4
Black_Dragontra

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mdb cloner worked perfectly, Thank you!
And I'll see if I can get my hands on an old version of Max when I inevitably try to do somthing more complicated with these and need it, thank you for the offer.

#5
-Semper-

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Black_Dragontra wrote...

I’m using 64bit 3ds max 2011 and Tazpn’s 3ds Max MDB Importer/Exporter


the thing is that his x64 max10 plugin doesn't work with 3dsmax11 x64, though the x32 version works in both max10 and 11 x32. somehow the 64bit plugin got messed up.

as mentioned mdb cloner suites this task perfectly ;)

expotron ain't needed if you don't want to create animations therefore you don't have to use earlier versions of max. just install the 32bit application.

Modifié par -Semper-, 31 janvier 2012 - 10:03 .


#6
painofdungeoneternal

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Yes, please get in touch with hellfire who likely is going to help you far more than the rest of us can. He has created skeletons and his know how will likely will save you a lot of time. Be nice if he could coach you a bit and get you past the learning curve faster, always need another modeler churning out content in the community :).