This is the 2nd result of the workflow I describe in my tutorial “Porting creatures to NWN in Blender, which already have a foreign rig” to be found here:
https://neverwintervault.org/article/tutorial/porting-creatures-nwn-blen...
So the objects/sub-parts within this model use their original CDP-rig/weighting (though I had to do some little adjustments - especially on the lower skirt region).
Though this delivery comes with mtr-files (=PBR/”fancymapped”), the mdl-file itself uses “bitmap” to call upon the textures and thus this model should also work for 1.69. (Not tested.)
PBR/”Fancymap"-notes:
The original normal- and spec-maps from this Witcher 2-models didn’t really work for NWN 1 EE (at least those, which the exporter found/delivered): They use colors and for the hair, there was no normal-map. The normal-map for the body - at least for the skin part - was too “extreme” for NWN 1 EE (IMO). So I decided to create a new set for this model:
Body-normal-map: I created a much softer version with Shadermap4. Then I layered that onto the original normal-map and set free the cloth parts. So skin is new, cloth is original.
Body-spec-map: I grey-scaled the original spec-map and lowered the brightness.
Hair-normal-map: I created a (new - because there was none) version in Shadermap4.
Hair-spec-map: : I grey-scaled the original spec-map and raised the brightness.
I didn’t bother with the eyes, so even though there is a mtr-file, it just calls the diffuse texture.
(Side note: If you check out the hair texture, you’ll find an “new” part for eyelashes! The results of the exporter regarding the eyelashes doesn’t work at all! The UVW don’t fit or the texture is wrong/missing! Though I left out the eyelashes for this model, this texture could be used for eyelashes on Witcher 2-models, in case you port any and want to make use of eyelashes.)
I created a new entry for the model in the appearance.2da:
(Line number) "[TW2] Louisa La Valette" **** tw2_cr_louisa tw2_cr_louisa **** R F 1 1 1.05 0.85 NORM 1.6 3.2 0.25 0.4 1 0.25 1.6 H 1 11 1 1 po_hu_f_99 3 9 0 0 1 45 30 head_g 6 1
Extract your appearance.2da and add this line at the bottom. Put your altered appearance.2da in the override-folder or a HAK.
P.S.: As usual I’m too lazy to compile the model / convert or resize the textures. But, of course, you’re free to do it yourself. :-)
Attachment | Size |
---|---|
![]() | 10.58 MB |
The Aielund Saga Act III - Return of the Ironlord |
90.8% |
Tales of Arterra - The Lost |
85.2% |
Lankhmar Nights |
93.1% |
Snow Hunt |
91.3% |
Honor Among Thieves |
90.3% |
Madness and Magic |
93.3% |
Lords of Darkness 3 - Alanya's Secret (V2.0) |
90.7% |
Shadewood |
96.6% |
Aribeth's Redemption - Chapter Two |
92.5% |
Gladiatrix |
88% |
Demonheart - Chapter I |
97% |
Gladiatrix III - The Hand of Destiny |
86.7% |
The Aielund Saga Act IV - The Fall of Aielund (Part One) |
95.3% |
Tales of Arterra - The Lost |
85.2% |
Snow Hunt |
91.3% |
You're on a real roll at the moment ! Well done.
Thanks! Roll: Well, not really. That project started about 4 month ago. Just got to the point to clean things up for a release.
Even more excellence !!
Really very good ....
With additional much thanks to Symmetric too !!
(Your efforts have re-inspired my interests in Blender)
Thank you for sharing.
Wow...again.
Could we get compiled versions of both projects, please? Seems earlier methods don't work well for EE anymore, and the uncompiled models take a long time to load.
I'm aware, that loading takes up some time with the ASCII-versions, but I have no experience with compiling! I tried a couple of times (for EE) and things got messy. So, I decided not to bother with it ATM. I'd like to spend my time on other things. Sorry.
Mmat has compiled the elf warrior for 1.69. Will upload it soon (to the other page).
And anybody is free to compile or whatever that stuff. ;-)
Thank you. I wouldn't ask but it seems things are unnecesarily complicated for NWNEE now. Carottes doesn't work anymore, and after reading the wiki, there's only one method to do it right and I don't really understand how it works.
You just gotta load the model and type ##compileloadedasciimodels and it will be on your modelcompiler folder inside Documents/Neverwinter Nights. You can also type ##compilemodel [name_of_model] and it will be dropped inside the folder too.
You can also make a script so it compiles everything inside, let's say, override, without opening the game at all (like carottes).
You're on a roll! Love this :)