I'm trying to use the MDB cloner to apply a tint map to the Sunken Flagon model, but unfortunately using MDB cloner on it (even without changing anything) breaks the window glow (it ends up glowing in a pattern that matches the diffuse map instead of its own thing). I'm working if anyone has an alternate program to MDB cloner that does the same thing.
Alternative to the MDB Cloner?
#1
Posté 24 juillet 2014 - 12:48
#2
Posté 24 juillet 2014 - 01:02
I retextured the sunken flagon with mdbcloner, had no issues.
#3
Posté 24 juillet 2014 - 03:52
Did you add a tint map? I've done it three or four times now and I get the same error with each one. The window glow texture starts showing up like the alpha.
#4
Posté 24 juillet 2014 - 05:28
I wonder if it uses multiple models that each use their own set of textures? the MDB Cloner tends to homogenise the textures of models with multiple parts.
#5
Posté 24 juillet 2014 - 11:08
Did you add a tint map? I've done it three or four times now and I get the same error with each one. The window glow texture starts showing up like the alpha.
I take it back, I must have done it with gmax, as gmax lets you set more than one texture for a model. I thought the windows were part of the base texture, but are a separate texture.
#6
Posté 24 juillet 2014 - 09:19
Never used gmax. Would it be hard to pick it up just to throw a tint map on something?
#7
Posté 24 juillet 2014 - 10:09
Never used gmax. Would it be hard to pick it up just to throw a tint map on something?
Using just to change textures is relatively straightforward. I say relatively because it's a modelling program, which means UI testing was done by illithid. You need the NWNMax plugin for it. I believe there's a tutorial out there for using it to edit nwn/nwn2 stuff.
#8
Posté 24 juillet 2014 - 10:21
It's really not difficult to modify the file in a hex editor. You've just got to get past the unfamiliarity.
Here I've color-coded a screen shot from the Neo editor:

On the tab across the top you can see the name of the MDB file: PLC_MAP_Barrow01.MDB.
Along the right is a column, 16 letters wide, showing the content of the file in vanilla characters--to the left of that is the same thing in ASCII hexadecimal code, spread out across 16 columns.
The 'NWN2' is the game signature; it is the same in every file. Then there's some version numbers (which show as dots) followed by the black highlighted area. The last is a list of each of the packet signatures in the file. You can see there are two RIGD's: those are the visible parts that appear in the game. Some files will have more packets than this, but it's always the same--sets of four letter codes each followed by four characters.
Below this section are a series of data groups that begin with the same packet signature, and is followed by four characters that tell the program how long it is. The one I have highlighted in gray corresponds to the first RIGD packet seen above. There's another RIGD group further down in the file.
Now the part that interests you is the five colored blocks following the grey area. These are 32 character strings that are the values you set in MDB Cloner. They have to stay exactly 32 characters long, or the file will get messed up. Each string starts 2 rows below the previous one, so they are easy to line up.
The five strings are:
- packet name (red)
- diffuse texture file name (green)
- normal map file name (blue)
- tint map file name (orange-brown)
- illumination map file name (aqua-cyan)
I just click on the start of a string and overwrite it with the new name. If the new name is shorter than the old, I move to the left side and overwrite the extra letters with '00's (in the brown area, for example). The file names can be no more than 32 letters long, not counting the suffix.
The editor has a built in search, so you can just search for 'RIGD' for example. It only takes a little practice until you get used to this.
#9
Posté 24 juillet 2014 - 11:44
What's the name of the hex editor? I've used similar stuff before and I'm sure I could figure this one out, the only issue would be finding the string on a file that doesn't have a texture map to begin with.
#10
Posté 24 juillet 2014 - 11:55
What's the name of the hex editor? I've used similar stuff before and I'm sure I could figure this one out, the only issue would be finding the string on a file that doesn't have a texture map to begin with.
I'm using Neo, but there are others around if you don't find that to your liking.





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