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rjshae

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Everything posted by rjshae

  1. The MDB import script does read in and store the RVert information, which includes normal and tangent data. However, it's entirely possible the Python code isn't processing the information correctly -- I don't have the intimate knowledge of Blender 3D graphics math to know for sure. It's handled by the processMesh() subroutine in the nwn2mdb.py script, if anybody wants to take a look.
  2. Some people may load it on a SSD other than C:. I used J:, for example.
  3. The neverwinter.org site has been up since at least 2013, and it remains accessible today. The site may have just been down for a rare maintenance interval. Or perhaps there was some confusion with the old nwvault.ign.com site?
  4. A problem I've found with import/export tools for Blender is that the API is a moving target. What may work with one version of Blender can break down the road. Tools require ongoing support to continue to function properly. Putting it on GitHub could be one solution for this.
  5. To open the OC modules I needed to set some CODEWORD parameters in the NWN install folder's nwnplayer.ini file. It's described here.
  6. I've been steadily replacing the NWN dialog.tlk string lookups with quoted strings where I find them. For example, replacing FloatingTextStrRefOnCreature with FloatingTextStringOnCreature calls. It hasn't required much work really. Mostly it's my habit of working multiple projects at once that has slowed this down, plus the amount of custom modelling I tend to do.
  7. Thanks 4760. Hmm, I haven't run across that yet. Perhaps I'll find it later on?
  8. fkirenicus over on the Vault was asking whether anybody could help him with some demon/devil ports from NWN. Does that hold any interest for you, 4760? I'm not sure whether the quality is worth the bother.
  9. Well I'm glad to see you're still with us 4760, and I look forward to seeing your releases.
  10. Whoops, I get a file not found error. Guess I didn't get to it in time. :sad:
  11. It looks like you're making nice progress. This'll be great if you can get it working.
  12. Hello Tchos, Is this project still alive? I was just wondering where it's at. Thank you. Yes, here's that ob_body06 you wanted. Though now that I can see it in higher resolution, it's either a badly burnt or badly rotted body, so I'm not sure if it's what you were looking for. Thank you, Tchos. I'll give it a try.
  13. Hello Tchos, Is this project still alive? I was just wondering where it's at. Thank you.
  14. (Might help if I post it in the right forum...) For experimentation purposes, I have Gmax 1.2 installed along with Tazpn's 3ds Max MDB Importer/Exporter. Gmax will import the stock cat model along with its collision spheres. However, during the import it shows the following warning message three times: CoCreateInstance() failed Please check your registry entries CLSID {F088EA74-2E87-11D3-B1F3-00C0F03C37D3} Any idea what's going on? I'm running Windows 8.1, so I'm wondering if it's just a compatibility issue with this old software?
  15. TheOneBlackRider put together some tutorials on weighting/rigging in Gmax: Beginner's Guide to Weighting/Rigging a NWN2 (Head) ModelWeighting/Rigging a NWN2 Body Mesh in GMax/Blender - Weight ReferenceGmax Guide - Rigging/Weighting via EnvelopesYou might take a look at those. I haven't done much with rigging in Blender yet, other than maintaining the Blender import/export scripts.
  16. You haven't mentioned this, so I'll ask a stupid question (even though it's probably not the issue): are you running the toolset in compatibility mode for Windows XP (SP3)? Do you have DirectX 9.0 loaded?
  17. I'm running WIndows 8.1 with GeForce GTX 645. Sometimes the toolset won't change tint, swap armor parts, or rescale objects right away. But otherwise it seems to work fine. The problem behaves like a cache update failure. I haven't found a fix yet, although closing an area then re-opening it will update everything properly.
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