I have converted a few models to mdb from mdl and converted the textures to .dds and created a normal map but when I try to use them in the toolset I just get a a black question cube with a red question mark. I have tried placing the files in override and a hak pack but with the same result. They show up fine in the Adinos model viewer. Can anyone help?
Converted models not appearing in toolset.
#1
Posté 12 mars 2015 - 01:07
#2
Posté 12 mars 2015 - 02:30
I got this a lot when I was working on custom weapons; it's been a while, but IF I recall correctly, it seemed to happen when the game wasn't sure how to display something, possibly due to textures not being properly applied. What kind of model is it?
Also, Adinos model viewer is NICE. Thanks for linking that, I wasn't aware of it and had been juggling 3dsmax and the toolset on a legacy laptop in order to get a good view of my texturing.
#3
Posté 12 mars 2015 - 03:54
Blackpowder weapon which were in mdl format and another musket that was in obj format before I converted them. I thought the mdb exporter did most of the work as in blender a material and textures are present. I had bash at working with blender a while ago but have since forgotten most of it. It is strange that it works in the viewer but not in the toolset.
#4
Posté 12 mars 2015 - 05:54
Are you sure the name of the mdb (the NWN2 model) and the name of the mesh inside the mdb are the same? Although this usually gives an invisible model, it's worth checking.
As they were in .mdl and .obj format before the use of the .mdb exporter, did you check that they were set correctly as RIGD (or "Placeable")?
Is the pivot point correctly defined?
#5
Posté 12 mars 2015 - 08:03
Are you sure the name of the mdb (the NWN2 model) and the name of the mesh inside the mdb are the same? Although this usually gives an invisible model, it's worth checking.
As they were in .mdl and .obj format before the use of the .mdb exporter, did you check that they were set correctly as RIGD (or "Placeable")?
Is the pivot point correctly defined?
Your are life saver it was the model name in the mesh, Now I just have to figure out pivot points.
#6
Posté 12 mars 2015 - 08:11
You saved my sanity it was the mesh name. Now all I have to do is sort the pivot point.
#7
Posté 12 mars 2015 - 08:14
Glad to have helped.
Regarding the pivot point, for weapons it's quite easy: put it at coordinates (0, 0, 0), and remember that the pivot point is where the hand of the weapon wielding creatures will be.
#8
Posté 13 mars 2015 - 11:07
I created a new baseitem entry but after pulling my hair out over an "out of ammo" I see it is not possible, but I see you are working on something.
#9
Posté 13 mars 2015 - 11:59
#10
Posté 13 mars 2015 - 01:45
When I do equivalents to that, what I do is the following:
1) Have it use an already existing weapon type - this will destroy the weapon after one shot (which is fine for what I used it for, a slungshot alchemical grenade)
2) Set the weapon property to use unlimited ammo, and then select the type (a magic musket shooting Shou Lung Wall Fragments, very potent)
It's a kludge, and not a very good one. On my PW we're likely to have an on-destroyed script spawn a new item in your inventory, which can only be equipped after the user engages in a loading process, using up an additional primed ammo (in order for us to make it very destructive but low ROF as appropriate to early firearms). That's on hold as a low priority compared to several others, however.
#11
Posté 06 mai 2015 - 02:56
I believe I'm having a similar issue. I should preface this by saying I have absolutely no idea what I'm doing. I can make models and I can make textures, but as for getting everything in the right place and format for NWN2, I've basically just had to guess from models I've imported.
My model does show up in the model viewer, but the texture appears mirror image left-right.
If I reimport the MDB back into blender, suddenly there are unknown texture files for the _C2 and _C3 models. I don't know where these are coming from.
Is there anything I can post (screenshots, info, whatever) that would let someone help me figure out what I'm doing?
#12
Posté 06 mai 2015 - 03:06
If I reimport the MDB back into blender, suddenly there are unknown texture files for the _C2 and _C3 models. I don't know where these are coming from.
The 'unknown' texture comes from the mdb import/export scripts; it was intended to provide a filler for when a model imported via another means doesn't have a texture file assigned. You can ignore it for the C2/C3 parts; those are never displayed and so the texture is irrelevant. I suppose I could have blanked those for C2/C3, but it's harmless and not worth the code changes.
IMy model does show up in the model viewer, but the texture appears mirror image left-right.
Did you convert the texture from dds format in NWN? The converter program has the unfortunate habit of flipping the texture top-to-bottom.
- Rekov aime ceci
#13
Posté 06 mai 2015 - 03:20
I made the dds files myself in photoshop. At this point, I'd be happy with the flipped textures if I could get the thing to show up in game. This is what it looks like in Blender. I think everything is named right.

Maybe the problem isn't with the mdb, and I'm just too dumb to get it into the toolset. As far as I understand the process, I just need to include it in the placeables.2da, and have the mdb and texture files in a hak. Am I misssing something on that front?
#14
Posté 06 mai 2015 - 04:00
That looks fine to me.
Do you have the surface normals oriented correctly? If not, you may not be able to see it in the toolset because the normals are oriented away from your viewing angle.
Another possibility is a problem with your placeables.2da file. Is the model name an exact match? Do you have a duplicate row ID?
- Rekov aime ceci
#15
Posté 06 mai 2015 - 04:12
Surface normals seem to be fine, checking with backface culling. Even if they were off, I would still expect to see the far concave interior part of the model in game.
I think my 2da is correct. I just filled in one of the empty rows toward the end using the existing rows as an example. They're not case sensitive, are they? In any case, I do see my item under the list of item appearances. When I select it the placeable just turns invisible. It's gotta be some tiny dumb thing I don't know how to do since I've never done the whole pipeline before.
#16
Posté 06 mai 2015 - 05:27
The other things to check are if the model is set below the ground level, has a non-unique part name, or is missing its diffuse texture.
- Rekov aime ceci
#17
Posté 06 mai 2015 - 06:30
As far as I can tell the model is at ground level. The origin point is at 0,0,0 at least. Here's a zip containing the mdb and the two dds files. If anyone gets extraordinarily bored while I'm off to bed and wants to take a look, they're welcome to. Work in progress, yada yada, that's why it looks like crap.
#18
Posté 06 mai 2015 - 10:51
Remove the _C3 suffix, and in the properties (not too familiar with Blender) change the line "type = col3" so it reads "type = RIGD".
Quick reminder:
- mesh_name --> mesh_name.mdb, this is what you want to see in game.
- mesh_name_C2 --> C2 type collision box = box around the mesh (aligned to the world axis), which represents the volume which a creature cannot enter (except if a walkmesh is present)
- mesh_name_C3 --> C3 type collision box = volume through which light cannot travel (not too sure about this one though).
- mesh_name_W --> walkmesh = where movement is possible
- mesh_name_L01 and L02 = reduced level of details of mesh_name, for view from a distance (usually, L01 is 65% of the final model number of faces, and L02 40%).
#19
Posté 06 mai 2015 - 10:54
I don't know for sure, but all of my additions assume that the 2da is case-sensitive. Be sure not to copy the string reference number from the placeable row you used as a template...just fill it with the asterisks so that it uses the label you provide, but since you say you found it in the list, that's not the problem.
Check the scale. It may be too huge to see in the toolset without zooming out. I have to reduce things to 1% to get them at the right size for NWN2.
This is without having looked at what you attached, since I'm not at my main computer.
#20
Posté 07 mai 2015 - 12:22
The current model works fine.

I would suggest trimming way back on the C3 mesh. It doesn't need 1548 faces for collision testing; under 100 should be sufficient for most purposes. ![]()
#21
Posté 07 mai 2015 - 06:16
I must have screwed up getting it into the module. Thank you so much for wasting time on me! I've been pulling my hair out over this all day.





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