@henesua: I'm willing to convert your models & textures to NWN proper format, from .OBJ or other common 3d format. There are a few limitations though:
- do not "multi texture/multi material" a single mesh, rather do 1 mesh per texture. It doesn't really matter if the model have several parts.
- if possible use 1 cm unit scale in your 3D software. Thats the NWN one, and will spare me some scaling issues that can be tricky.
- if possible do a very low poly copy of the whole model, as a single mesh (untextured), that will be used as Shadow for the whole model. This "shadow" model won't be displayed ingame (not rendered), it will only be used to "project" the shadow ingame, and spare a lot of crashes. Its kind of a LOD but only used for shadow projection (like they did in The Witcher 1, it works super well and really removes a LOT of potential crashes and issues)
I'll handle node placements and walkmesh.
About animations, I'm rather bad/unknowledgeable at that, I'm not sure I'll be able to convert these. I did a few simple animations for some plc, long time ago, but never really took the time to learn that properly (regretfully), so I may not be able to include them.
For placeables you need these animations steps:
- closed
- closed to open
- open
- open to close
- default (this one must be at the end of the step's chain, not at the start or the animation will not work or crash (that may be an issue with NWNmax exportation, Im not sure, but at least it was the case several years ago when I worked on placeables animations.)
However, as long as the model is static, it won't be a problem to convert it. I won't do creature though as it is way more time consuming. Send me a PM if needed, as don't come around very often =)
Modifié par Jez_fr, 07 septembre 2011 - 03:18 .