Does anybody have a good handle on how to re-use the gr2 files?
I tried just making a copy of the large windmill model and giving it a new name, renaming the individual components inside the mdb file, adding a modified entry with the new skeleton file in placeables.2da that matches the mdb file components, and renaming copies of the associated gr2 files accordingly: bupkus. The windmill blade part just sits statically at ground level. I was wondering if there was another 2da file somewhere that needed to be revised, but I couldn't find anything. There doesn't appear to be anything in the gr2 file that is specific to the model name, so I'm left scratching my head...
Re-use of gr2 files?
Débuté par
rjshae
, déc. 19 2013 09:05
#1
Posté 19 décembre 2013 - 09:05
#2
Posté 19 décembre 2013 - 09:20
<shifting...>
Just to be clear, you renamed the objects in the model but did *not* rename the bones the vertexes are weighted to (the ones in the gr2 skel)?
That is, blades (whatever) was weighted to bone1 before and is *still* weighted to bone1 (but now in the renamed skel)?
Edit: I'm flying blind here because of my problems with Expotron, but the MDB objects contain both a reference to the bone hierarchy (which in NwN1 is by name) and then the individual weights indexed against those bones. The bone reference *may* be by name or it might be something else like a lookup table. At any rate, if the engine can't figure out what bone to weight to, it won't; which is what it sounds like is happening.
<...his old bones>
Just to be clear, you renamed the objects in the model but did *not* rename the bones the vertexes are weighted to (the ones in the gr2 skel)?
That is, blades (whatever) was weighted to bone1 before and is *still* weighted to bone1 (but now in the renamed skel)?
Edit: I'm flying blind here because of my problems with Expotron, but the MDB objects contain both a reference to the bone hierarchy (which in NwN1 is by name) and then the individual weights indexed against those bones. The bone reference *may* be by name or it might be something else like a lookup table. At any rate, if the engine can't figure out what bone to weight to, it won't; which is what it sounds like is happening.
<...his old bones>
Modifié par Rolo Kipp, 19 décembre 2013 - 09:27 .
#3
Posté 19 décembre 2013 - 09:31
<getting someone else...>
<...to look it up>
Is there anything in the MDB that looks like a lookup table to index the bones in the gr2?rjshae wrote...
...
There doesn't appear to be anything in the gr2 file that is specific to the model name, so I'm left scratching my head...
<...to look it up>
#4
Posté 19 décembre 2013 - 09:37
I didn't see a SKIN packet in either the base windmill model or the skeleton file. So I was just assuming it (the game engine) treated the entire skeleton model as being linked (and equally weighted) to a single bone for animation purposes.
Modifié par rjshae, 19 décembre 2013 - 09:42 .
#5
Posté 19 décembre 2013 - 10:02
i don't know exactly why it stopped working after renaming the mesh but i am pretty sure that placeables don't use bones. their simple animations are vertex driven. also it appears that only the attached mesh (AttachedModelName column in the placeables.2da) can be animated. the attached mesh is linked to the base mesh which are both then exported together as the skeleton file.
did you rename the attached mesh (blades) too? they appear as a separate mesh with the suffix _01 in the zips. in case you imported both meshes into the same scene they have to be exported as single meshes again after modifying their names.
the raw skeleton file contains both meshes and is named after the base mesh.
the actual meshes are exported as separated parts linked through the placeables.2da
did you rename the attached mesh (blades) too? they appear as a separate mesh with the suffix _01 in the zips. in case you imported both meshes into the same scene they have to be exported as single meshes again after modifying their names.
the raw skeleton file contains both meshes and is named after the base mesh.
the actual meshes are exported as separated parts linked through the placeables.2da
Modifié par -Semper-, 19 décembre 2013 - 10:09 .
#6
Posté 19 décembre 2013 - 10:15
Yes, all I did was rename the files then used Neo to modify the packet names in the MDB files along the same lines. They have the same suffixes as they had before. There is a little wierdness in that there is a null (00) character at the end of name followed by several more characters. I couldn't determine if that was some sort of special code.
Possibly I could try just using the original names and modifying those digits to see if it has any impact.
Oh hey, may be those extra characters are for the bone code? It shouldn't matter though because I didn't change them or the model. No, that's not it... or at least I can't find any consistent pattern.
Possibly I could try just using the original names and modifying those digits to see if it has any impact.
Modifié par rjshae, 20 décembre 2013 - 02:00 .





Retour en haut






