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Guide to modding?


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#1
AaronH

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Myself and my friend are having issues with trying to get a custom model into NwN2.

When opening a model from NwN2, it comes with 3 models and a large "triangle". We use blender and have created/will create our own models, but we're just stuck at trying to get them in-game.

I notice people here are producing their own models, so I was wondering if anyone could give some advice, or if there's a guide already, direct us to the right spot?

Many thanks!

 

 

 

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#2
rjshae

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Is that a headband you've imported? One of the models is dark blue to indicate Blender couldn't find the diffuse texture file. You need to locate the diffuse, normal, and possible the tinting texture files for the model in one of the Materials folders and move them in the same directory as the mdb file.

 

The three models are likely for different levels of detail. Do two of the packets have a _L1 and _L2 at the end of the name? That indicates the Level of Detail. When it is seen from further away, a lower level of detail model is used to reduce the workload on the game engine. Normally they appear at the same location, so I guess you've separated them out.

 

IIRC, the large triangle shape is for storing the helm hair hiding behavior parameter. If you click on the lighter blue face in edit mode, it should indicate the type in the materials properties.

 

I'm mostly familiar with inserting placeables into the game using the placeables.2da file. I haven't done much with hats yet. My suggestion is to look at somebody else's hat pack and see how they did it.



#3
AaronH

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Yes it's a headband I imported from NwN2, they do have the L1/L2, but i separated them to show there's 3 :P

But say we have 1 model which we made from scratch, how do we get that into NwN2 :/?



#4
Tchos

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The process is different (more complicated) for items that will be worn than it is for items that will be placed as decoration or held like a weapon.  Shall we assume, since you used a headband as an example, that it's the former, or was it irrelevant to your purpose that your sample model is a wearable item?



#5
AaronH

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The process is different (more complicated) for items that will be worn than it is for items that will be placed as decoration or held like a weapon.  Shall we assume, since you used a headband as an example, that it's the former, or was it irrelevant to your purpose that your sample model is a wearable item?

Our model is a hat, which is similar to the headband, pretty much a crown (To be precise, a party hat).



#6
Tchos

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I'm not knowledgeable enough about wearables to help in that.  I'm more experienced with placeables.



#7
AaronH

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I've played around modding current models and even monsters (stuck 2 extra heads onto a black dragon), and gave a hood horns.

One thing I did notice, is that if you edit just the purple model and ignore the other 2 models, the entire model turns purple/blue :P



#8
rjshae

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One thing I did notice, is that if you edit just the purple model and ignore the other 2 models, the entire model turns purple/blue :P

 

There's a minor bug that causes just the one model to turn that color; it's really supposed to happen to all three. It's the MDB import script that is setting the color to blue because it can't find the texture files. That's supposed to be a hint that you need to locate those files before importing the model.



#9
AaronH

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When exporting a mdb to nwn2, how do you get the dds texture files?



#10
rjshae

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When exporting a mdb to nwn2, how do you get the dds texture files?

 

In the Properties panel in Blender, you can assign the diffuse dds file using the Texture properties tab. The export will automatically fill in the matching normal map file name. For example:

  • Click on the Texture properties tab
  • Delete the current texture (with the X icon)
  • Click on New
  • Set the Type to Image or Movie
  • In the Image section, click on Open
  • Select the dds file
  • Export the model

Did that help any? If not, then I'd suggest watching some Blender tutorials.