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rjshae

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Everything posted by rjshae

  1. Not that I'm aware. There was one author who was working on some very attractive, high-poly character models for NWN2, but I think they withdrew for reasons unknown. You might try the NWN2 Discord forum. https://neverwintervault.org/chat
  2. I've heard good things about the Skywing NWN2 Client Extension.
  3. You'll probably get more of a response over at the Neverwintervault forums, but here's a few: https://github.com/nwn2fixeshttps://neverwintervault.org/project/nwn2/script/companion-and-monster-ai-22https://www.nexusmods.com/neverwinter2/mods/200https://www.nexusmods.com/neverwinter2/mods/212
  4. Well you should probably start a new thread. I use NWN Explorer Reborn to view and export the stock NWN assets. If that doesn't work, then try exploring NwN1 Standard Assets. I don't know why the latest Neverblender import filter wouldn't be working for you; it works fine for me at Windows 8, and I know it just consists of python scripts -- no binaries. You followed the instructions to install it in Blender, right? That filter should be enough to get the MDL model into Blender, where you can do your modelling and export it however you want.
  5. Lady Aribeth was in NWN rather than NWN2, with character model: 'c_aribeth.mdl'. There's also a 'c_aribeth_evil.mdl' model, which looks like a reskin with darker armor. Basically for NWN2 you'll need to do a port, starting with Neverblender. I'm not sure about the sword -- in HotU, she's just equipped with a +4 longsword. P.S. I you do go forward with this, I could certainly use a NWN2 model for the HotU reboot. Let me know if you need anything.
  6. Under one of the import tabs (Armatures?) there's a couple of options that seem to help: 'Force Connect Children' and 'Automatic Bone Orientation'.
  7. I'm not sure there is such a thing. There are separate tools for examining 2da files, bic files, ssf files, and mdb files. GIMP has a plugin for DDS files. The Xoreos project has some tools for file conversion. But the primary tool is the Toolset itself.
  8. Well it wasn't my choice to use that Facebook page. I just build stuff. :smile:
  9. Drew has been working on custom head models for the various BG2 characters. Area building and scripting is still in progress, with a bunch of new models and walkmeshes being used. For further updates, you should check out the Facebook page. I just google: SOAR BG2
  10. Might I ask if you are still planning to implement the HELM packet for import/export? I have a helm model but it is missing the helm-hair-hiding behavior flag. Thank you.
  11. Minor comment regarding this tutorial: in step 4, the value in the SoundAppType column corresponds to a row in the placeableobjssnds.2da file. This set the sounds played when you animate the placeable.
  12. That looks like it would be useful for a Modern setting. I think Blender already has automatic weighting, but it's probably not as polished.
  13. To me that sounds a bit like a merge doubles in Blender, which doesn't always produce ideal results. Hence I turned that off by default. With the MDB import/export scripts, I tried experimenting with merging seams by comparing both vertex coordinates and normals, but that reportedly resulted in improperly blended bone weights.
  14. Here's the hash sum I get for the binaries download: > CertUtil -hashfile {path-to-nwn2mdk-0.5.zip} SHA512SHA512 hash of file {path-to-nwn2mdk-0.5.zip}:bd 75 10 4e 1b 6a a4 04 fe 4b 5a 6a 39 75 5a c0 e8 79 80 5f 58 9a 7d c6 8e 49 a8 cf bd 0b 49 df 4f ee b2 60 59 20 51 0c 51 bf 06 50 91 ff f4 85 f3 33 31 37 4e 47 52 86 6d 82 75 af 89 0b 2a f9CertUtil: -hashfile command completed successfully.
  15. @phil76: I know you said you turned off your anti-virus software, but I've had a couple of cases where an app. (including the NWN2 toolset) mysteriously stopped running. It turned out I had to whitelist the applications. Other than that though, I wonder if there is a DLL issue?
  16. Do you have your config.yml file set up correctly? That one tripped me up at the start.
  17. I've been experimenting a bit with how to port NWN models to NWN2 using this tool. Some of the MDL models in the CEP come complete with animations, so I was looking at those for a starting point. From my novice perspective, it looks like NWN animates creatures via a set of smaller mesh parts, with a separate animation for each part. These are organized in a parent-child relationship, with the animations structured in a similar manner. What I was naively thinking of trying then was: add a skeleton of bones to the parent that is structured similar to the MDL model, with the bones having the same name as the matching parts; apply Vertex groups to each of the individual mesh parts with names matching the bones; apply 100% bone weights for each part solely to the associated bone; remove all but one of the animations (leaving 'pause', for example), then try exporting to FBX. My hope is that the export will associate the animation with the armature, so that I can FBX-import the model in a form that works for NWN2. I can then join the meshes, retexture it, fiddle with the bone weights, and so forth. I'm not sure whether this will work or not, but we'll see.
  18. Thank you. I wasn't sure if there would be animations that extended some time past the last keyframe, but yeah probably not many.
  19. Aye that's unfortunate. Could I request that the actual animation duration from the imported gr2 animation file be printed to your log file? That way I can just set the timeline to match. Thank you.
  20. Thank you. It seems to work when I tried it with a C_Wolf_CL_Body01 model with c_wolf_skel.GR2 & animation, giving me an extended log.txt output. One element I've noticed about the model/skeleton/animation conversion to FBX then Blender import is that the animation timeline doesn't end where I'd expect it to for a looping animation. Instead it just seems to use the Blender default value. Thus, for the c_wolf_Una_run.gr2 animation, the animation frames end at around 20, but the Blender timeline extends out to 250. I didn't see an obvious setting in the FBX import panel to correct for that. Neverblender imports of animated MDL files, for example, set the correct end points on the timeline.
  21. Thanks. Both approaches worked with the PLC_MD_tdoor_dr_open1.GR2 animation. For the second, I also had to modify the packet name within the model.
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