Raven_Xantrice wrote...
Okay, I was travelled for the weekend, but now I have the Model as 3ds File be able to open in gmax...
What was the method which finally worked for you- which file format?
...now I have to try get a texture for this (have the orginal texture but don't know if that works so like I want...
What format are the original textures in? If they're in DDS format, it's going to be the standard DDS format, not the BioWare DDS format. So you'll need to convert those DDS formats to TGA, then to NWN DDS. You could leave them as TGA (once you've converted them) if you like, but the BioWare DDS format will compress them and they'll look good without taking up as much resources as a TGA would.
If the original textures are in DDS format, I highly recommend
DDS Converter 2.1. To convert the images to BioWare DDS format, I also recommend
this utility, from BioWare. The link to the BioWare utility goes to the NWVault, so if you have problems with the page loading (they are doing maintenance on the NWVault) keep refreshing the page or just wait a while before trying again.
...and then I shure have to make animation or can I copy from a standard animation?
Just use the existing animations from a creature or player model. If it were me, I would
not try to convert those models over as robes. It will just sap your free time and enthusiasm and you probably won't get anywhere. Instead, it will probably be easier to cut that model up into its component pieces. Then save those pieces out as player parts or attach them to a copy of an existing creature.
The screenshot you provided appeared to show the model as all once piece. If you're lucky, all those pieces are separate meshes. If not, you'll have to cut it up. If you wanted to cut that model up, then you can cut it up in Blender or in GMax. I just got Blender working but I don't know enough to instruct you on how to do that there.
Here's how to do it in GMax, though: Select the mesh and then, on the modifier tab, click the plus sign next to Editable Mesh and select Element. Then click on the arm of your model. Hopefully it will highlight the model's arm just in red instead of the whole model. If the whole model gets selected in red then I'm thinking you're out of luck for an "easy" solution and you're going to have to chop it up by selecting individual polygons and then detaching them to get your body parts. But, if just the arm is selected then you can detach the element to its own, new, mesh. Look at
this image.
A shows you where to get into element selection mode and
B shows you how to detach that element to a new, separate, mesh once you have selected it.
Modifié par OldTimeRadio, 28 août 2011 - 06:34 .