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NWN2 MDB Exporter help


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6 réponses à ce sujet

#1
Eguintir Eligard

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I have been trying to export the fatty model (body) I made, but even when selected it keeps saying no objects found, failed.

 

There are two MDB exporter types for 3ds max, but one is just for placeables. That's the only one that works on my fatty model, who should be a creature. He has a bone/skin, collision spheres etc, he's ready to go.

 

Does anyone know the process from here? I swear there was a guide for this on the old vault about how to export the skeleton (new one from scratch here,) and then export the MDB model.

 

 



#2
Hellfire_RWS

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Have you flagged the model in properties to tell mdb what kind of model it is, rigid, skin etc?

There is a very similar menu for the tazpn exporter as well.

util.jpg



#3
Eguintir Eligard

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Ok that could be it. The unfortunate thing I basically have a bunch of piecework partial tutorials all over.

 

I think I can find the fine detailed instructions if someone doesn't mind verifying these overall steps as complete or missing anything:

 

Make a function model (at least one version with valid textures etc... one that works). UI FLAGS required.

Make a skeleton.

Create a skin modifier out of the two with all vertices being weighted to one of the bones.

Create at least a default idle animation (may not be necessary but let's say that it is, let's me know animation is actually working).

 

 

  • Export skeleton .gr2 file with Expotron
  • Export animation(s) .gr2 file with Expotron
  • Export model .MDB file with Expotron * LAST *

 

 

I think the only thing missing is 2das entry. Is it not the Appearances.2da file alone? Or is there another 2da.

 

I'll be referring to this post often, so may it serve as a checklist for the future. 



#4
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Make a function model (at least one version with valid textures etc... one that works). Right

Make a skeleton. Right

Create a skin modifier out of the two with all vertices being weighted to one of the bones. Actually, a vertex can be impacted by three bones maximum (for NWN2 that is)

Create at least a default idle animation (may not be necessary but let's say that it is, let's me know animation is actually working). Right, not necessary but will allow detecting wrong weighting

 

Export model .MDB file with Expotron Do this AFTER the _skel.gr2 file is saved, it is required for the MDB

Export skeleton .gr2 file with Expotron Do this FIRST, the model needs to have the _skel.gr2 available

Export animation(s) .gr2 file with Expotron

 

I think the only thing missing is 2das entry. Is it not the Appearances.2da file alone? Or is there another 2da. For creatures, appearances.2da. For placeables, placeables.2da (but even animated placeables don't require a skin)

 

I'll be referring to this post often, so may it serve as a checklist for the future. 



#5
Eguintir Eligard

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Aha. Maybe that is why there were no objects found. That or the combo of that and flags. Thanks

#6
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I'd bet on a combination, as the error message I get is "no skin found" instead of "no object found". This one shows up when there's no flag set (all the objects of the scene set to "none", whereas at least one should be flagged "creature (skin)" or "placeable (rigid)" or "walkmesh" or etc...

#7
Eguintir Eligard

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Ok I updated my list to be right.