The links are always in the first post of this topic, updated with each release.
Witcher placeable conversion project
#401
Posté 18 juillet 2015 - 07:03
#402
Posté 05 avril 2016 - 12:11
This is the procedure I settled on to convert the Witcher files to NWN2 from the original source files. Even though The Witcher uses MDB files like the NWN games, it uses a modified version of them that the NWN2 tools can't read. This process will convert them to a format the NWN2 tools can read.
Preparation:
- TWArchive (to extract MDBs and DDSes from the Witcher resources)
- 3DS Max v8 or 9, maybe higher.
- twMax import/export plugin (doesn't work in Gmax, hence previous requirement)
- Gmax (or you can do these functions in 3DS Max)
- MDB Cloner (Can probably do this in Gmax/3DS Max too, but MDB Cloner is a quick and easy single-task program for the purpose.)
- Text editor (or your 2DA editor of choice, for editing Placeables.2da)
Step 1:
Use TWArchive to extract the MDBs and DDSes (the meshes and their textures).
Step 2:
Create placeables.2da entries. Easiest way is to dump the directory filename contents to a text file, remove the extension and path, and copy the bare names into a spreadsheet, adding necessary columns and numbers.
Step 3:
Import an MDB file into 3DS Max. Select and remove unnecessary parts of the mesh, such as the "shadowbone", which can't be used in NWN2, reflection maps (unfortunately not implemented in the NWN2 engine) and the small cubes that are used to place effects or are used as selection boxes in the toolset. They're too small to be used as C2 boxes, so you'd just as well make your own as resize these. Also delete any emitters, lights, cameras, or other things besides the object meshes.
Step 4:
Export as a .3DS file, so it can be imported into Gmax. This is not necessary if you own 3DS Max and prefer to work in it. I'm working with a limited-time trial of 3DS Max, so I just want to get everything out to a format I can use in the free tools.
Step 5:
Import into Gmax. If the mesh is broken up into separate elements, merge/attach them so that there's only one. Add a C2 collision box if desired (recommended if the mesh is high poly). Resize the whole thing to 1% of its original size, and move the mesh to the centre if necessary, resting on the ground plane.
Step 6:
Make sure the element name is the same as the intended texture file's name. This will save headaches. If you have a C2 box, that element should be named the same as the main element, with "_C2" appended.
Step 7:
Since the import process has a bug that loses the texture material's specular strength, open the material editor (Press M), select the texture of the main mesh (you can use the "Pick" button there and click on the main mesh, making sure it's not obscured by any collision meshes), and set the specular strength to 100, and the glossiness to 20, and the specular colour to white instead of the grey it tends to start with. It will appear too shiny in Gmax, because it's not set up to use the normal map's alpha channel as a specular map, but in game it will look correct.
Step 8:
Export as a NWN2 MDB.
Step 9:
Open it in MDB Cloner and assign the diffuse map and the normal map. Optionally, assign a tint map if you've created one (the Witcher files don't come with any), or use a general-use tint map of a single colour that will let you tint the whole thing. When I don't create a tint map, I use the stock "red" texture file.
Step 10:
Create a module in the NWN2 toolset that uses your new placeables.2da file, so that the new models will be in the Appearances list, and which also contains your new mesh and textures. Place a placeable in an area, and change its appearance type to the name of the one you just imported, or duplicate a blueprint in the blueprints palette and change the appearance there.
- rjshae, kamal_ et TheOneBlackRider aiment ceci





Retour en haut




