Getting Custom Content Characters into Neverwinter Nights 2
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- Jocelin Oliver
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1 Getting Custom Content Characters into Neverwinter Nights 2 This Tutorial assumes you know how to model and texture in 3DS Max. We will cover step-by-step how to replace existing NWN2 models with custom content built in 3DS Max. 1. Plugins, Software and files Needed a. 3DS Max V6- V9 (version used: V9) b. MDB exporter for 3DS Max c. Photoshop/3DS Max DDS textures exporter d. MDB Cloner. A useful app for finding the original texture locations mment_page=1 e. Get your MDB 3d models from: C:\Program Files\Atari\Neverwinter Nights 2\Data\ Then choose any of the NWN2_Models.zip or Similar NWN2_Models_X1.zip and extract them out. We will be using N_ChildHHM_Head01.MDB to replace the head on the child model. f. Install all the necessary plugins into 3DS Max and Photoshop. 1
2 2. Setting up the 3D Model in 3DS MAX a. Import the character you want to replace in NWN2 N_ChildHHM_Head01.MDB leave the import options to default. It should look like the screen below after you click ok. 2
3 b. Delete the meshes with meshes with "_L01" "_L02" at the end. Select it using the Select Objects menu (Shortcut H ) For this example we also deleted the eyes, because we don t need them. 3
4 c. Hide the bone parts and COL models (collision detection represented as spheres) 4
5 3. Adding the Custom Model a. Click on the old model and go to the modifier panel. i. Save the skin modifier attributes. ii. Delete the skin modifier, after the envelopes are saved, by clicking on the bin icon to remove the modifier from the stack. Leaving the Edit Mesh modifier in the stack. IMPORTANT: Take note of the original head model name: N_ChildHHM_Head01 5
6 Now your custom model can be added to the scene! Load in your model and position your custom head model around the neck area bones. This avoids a gaps appearing around the neck area. b. Rename your custom model the same name as the old head model name: N_ChildHHM_Head01 6
7 4. Texturing Your Character a. Create a new material in the Materials Editor b. Load your DDS textures into Diffuse Channels and Bump Channels 7
8 c. Apply your texture to the model and create a new UV. d. Apply a UWVmap modifier to your character. NOTE: If you want to reuse the old texture from the old model you will have to take note of the DDS filenames of the old model materials before removing and apply the material to the new model. 8
9 5. Skinning Your Character a. Add a skin modifier to the new head model 9
10 b. Under the Skin Modifier is the Advanced Parameters. Load up the saved skin envelopes and take note the names of the bones on right hand column of Incoming Envelopes. Cancel this window. 10
11 c. Select the same names of the bones using Add button under the skin modifier. d. The current envelopes must correspond to the incoming envelopes use Match By Name to check. If there are any missing or extra bones, remove or add the bones accordingly. 11
12 ADDITIONAL NOTE: If you do not require facial animation you will just need the Neck and Head bone to be left in the bones weights after you have attached the envelope. e. Paint the weights In the skin modifier stack scroll to Weight Properties click on the [ ] to change the brush size to 0.2 f. Select the head bone and paint the weight values to the model the model should look RED in color. Do a little bit for the neck as well. 12
13 6. Preparing your Model for Export a. Right click on the new model and click object properties b. Add the line: Skeleton = P_GGM_skel c. You can get the name P_GGM_skel by using the select object too and sorting by hierarchy, which is the root bone for all NWN2 MDB model. The name of the root bone will differ with each model. 13
14 d. Export your model as an MDB under File Export in 3DS MAX e. Options for MDB Format i. Leave all checkboxes on ii. Scale Factor % at 100% 14
15 7. Testing for a Successful Export in 3DS Max a. Create a new scene and import your exported model. b. If it looks like the screenshot below it is ok so far. c. Right click objectpproperties and look for Skelfile = P_GGM_skel. That would mean that the new model is attached to the bones. 15
16 8. Putting the Model into NWN 2 a. Rename your new exported MDB file to the same name you want to replace the old MDB file as. ie. N_ChildHHM_Head01.MDB b. Place the following file into My Documents\Neverwinter Nights2\Override DDS and MDB files. c. Load the existing child into the NWN2. Your model should look clean, like this screenshot. Otherwise you have to repeat steps 2-7. Also: If polygons are blown out, it s because of weights. SIDENOTE: if the texture looks off color it is due to the Tint colors, change it in the Objects property editor in the toolset. We hope this tutorial helped! 16
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