Author Topic: Pls convert it no NWN  (Read 664 times)

Legacy_GianniAgn

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Pls convert it no NWN
« on: May 21, 2012, 07:58:03 pm »


               It Anakin Skywalker head in 3ds format with all textures. I tried myself but have problems with exporting.. no tutorilas help..


http://www.sendspace.com/file/bzpt07

Picture:http://s56.radikal.ru/i152/1205/7f/10151e6f2a7c.jpg

 
               
               

               
            

Legacy_NWN_baba yaga

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Pls convert it no NWN
« Reply #1 on: May 21, 2012, 09:21:09 pm »


               that worked for me. Do you want that head as a phenotype head human? The model i would do for you but no plts. I hate plt´s '<img'>
               
               

               
            

Legacy_GianniAgn

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Pls convert it no NWN
« Reply #2 on: May 21, 2012, 10:41:55 pm »


               I need it for Single Player campaign, I honestly dunno how to make plts ':blush:'. I have convertor but never done it.   And i sent u 3 texture files, if i combine it in 1 i need change UW Mapping right?

PS: Can u PM me or write here how u did it?... I have many models i wish to transform in NWN.
               
               

               


                     Modifié par GianniAgn, 21 mai 2012 - 09:45 .
                     
                  


            

Legacy_Carcerian

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Pls convert it no NWN
« Reply #3 on: May 21, 2012, 10:59:30 pm »


               For PLT's try PLTEditor 0.31b

'Image

The basic process is you want to greyscale your image, then tint it using the various colors that indicate color channels such as hair, skin, tattoos, and clothing colors (cloth leathers metals).
               
               

               


                     Modifié par Carcerian, 21 mai 2012 - 10:00 .
                     
                  


            

Legacy_Jez_fr

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Pls convert it no NWN
« Reply #4 on: May 21, 2012, 11:00:17 pm »


               hmm very sorry Baba yaga, I did it too '<img'>
However I can't make it work directly from override, only in hak. I thought it was working from override too. I probably forgot something *me very rusty*.
I did a plt, with hair and eyes, with all 3 textures in a single plt. Feel free to use/abuse to your own taste =)

@Gianni: you can change the number of the model and texture to suit your particular need of course '<img'>

its here: https://www.box.com/...32a964f0e1d0460
               
               

               
            

Legacy_Rolo Kipp

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« Reply #5 on: May 21, 2012, 11:52:55 pm »


               <taking a stab at...>

Carcerian wrote...
...
The basic process is you want to greyscale your image, then tint it using the various colors that indicate color channels such as hair, skin, tattoos, and clothing colors (cloth leathers metals).

I'm not sure how the PLT editor works, as I use the plt plugin for gimp, but perhaps understanding what a plt is and how it's supposed to work might help?

What a plt is is a set of ten greyscale images that are mapped onto an object *indirectly*. The ten images are arranged in layers with logical names like "Skin" "Hair" "Cloth1", etc. The greyscale values (which actually represent an integer value from 0 to 254) are used by the engine to map a color from a special palette to the object. So an area painted with grey #4 on the skin layer would have skin-tone #4 applied to it in game. Important note: There is a *different* palette for each layer! An area of grey #4 on the "Metal1" layer would have metal-4 applied to it!

What does this mean for creating/editing plts? You have to chop up the components of the image so that pieces reside on the layer that has the palette you want available to the player. So you would mask off all of the texture except the skin, cut the skin out and move it to the "skin" layer. Mask off the hair, cut it out and move to the "hair" layer. Etc.

I *highly* recommend Gimp and the plt plugin for this.

See? I got yer back, C ;-)

<...someone's back>
               
               

               
            

Legacy_GianniAgn

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« Reply #6 on: May 22, 2012, 01:30:45 am »


               I really apreciate that guys '<img'>

U NWN_baba yaga, and u Jez_fr.

Can u write small tutorial how to do that? how to make existing head to ready export and use ingame? and how to combine different parts in 1 plt? Thanks in advance..
               
               

               
            

Legacy_GianniAgn

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« Reply #7 on: May 22, 2012, 01:48:44 am »


               I mean i know how to make it in one texture file lol, i talking about Mapping..
               
               

               
            

Legacy_Jez_fr

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« Reply #8 on: May 22, 2012, 04:50:43 pm »


               

GianniAgn wrote...

I mean i know how to make it in one texture file lol, i talking about Mapping..


There is several ways to do it. The easiest (for me a least) is this: once you have your new texture (with all 3 textures in 1), for each model part (head, eyes, hair) do this:
- apply the new texture (I do a simple drag and drop directly on the model part but its not the best way to do it...)
- apply an Unwrap UVW modifier, click the modifier's Edit button
- In the UVW window that opens, you should see the old mapping, but with the new texture applied, it is no longer at the right place. So, select all (in vertices or face mode, doens't really matter) and move/resize the UV mapping to where you pasted the corresponding texture.

Once you have moved the UV mapping to the right place for each model part, the result should look about the same as the original model. Now to have a single model instead of 3 (head, eyes, hair), select the head, and click the "Attach List" button, select eyes model (and then Hair) click Confirm. This will merge the the 3 models into 1.

Now you should rename the head model with a proper NWN head name, like "pmh0_head001g". It isn't really important, the aurora base name IS what matters, but I prefer to keep things "clean" (ie "as Bioware did it").

I hope it helps. I know that suck as a pseudo tutorial, but I really don't like doing that haha ^^

Some hints when you try to convert things (and I did quite a lot...):
1 - Look at Bioware models (Import an bioware head for exemple) to get proper size and orientation
2 - To change scale use "Uniform scale", and after your ok with the new scale apply a "Reset XForm" <= Super important
3 - To be safe, also move the "Pivot" (See Hierarchy -> Pivot -> Affect Pivot Only) point to where it is in the Bioware exemple. Everytime you move the Pivot or rescale the model APPLY A RESET XFORM. Don't ask why, just do it, trust me =)
Most of the time the Pivot should be at World 0 0 0.
As a side note, often when a model crashes the game, or has a weird shadow, it's because the shadow projection use the Pivot as base, and that base is not correctly placed. So to be safe, always place the Pivot as it is in a Bioware model.

Oh and of course, don't forget to Attach/Link the head model (or any other model) to the Aurora Base.
               
               

               
            

Legacy_GianniAgn

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« Reply #9 on: May 22, 2012, 05:26:23 pm »


               Great) I understand all)
               
               

               
            

Legacy_GianniAgn

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« Reply #10 on: May 22, 2012, 09:56:21 pm »


               great just tried it from begining - all works great '<img'>

2questions:

1)in UW Editor when i click show texture - it shows smth like chess desk, but not my texture, maybe i click wrong button?..
2) Want to make some reskin of original armors - i have bif extractor - but how to know which texture answers current model in game?
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #11 on: May 22, 2012, 10:10:54 pm »


               Just asking... Have you worked with 3dsmax in the past or are you "not so experienced"?
               
               

               
            

Legacy_Jez_fr

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« Reply #12 on: May 22, 2012, 11:07:50 pm »


               1) in the UW editor, click the little arrow in the upper right hand corner. There you can choose the displayed material
2) There's several way to do this, one is to use NWN Explorer, choose/open your model, then look at the bottom and you'll see several thumbnails, click on "ASCII model", and now you can search for the lines saying "bitmap texturename".
If its an armor or bodypart model,  the name will be the same, and the texture will be in .plt format.

A lot of information you need is in this document, even if its a little outdated now, you'll find everything about file format and organisation and most basics about meddling with models/textures: http://nwvault.ign.c...er.Detail&id=99
               
               

               
            

Legacy_GianniAgn

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« Reply #13 on: May 22, 2012, 11:27:59 pm »


               

NWN_baba yaga wrote...

Just asking... Have you worked with 3dsmax in the past or are you "not so experienced"?


I spent many time in 3ds max but it was ages ago.. So i guess i not so experienced..

Sorry for one more noob question - how to scale in UVW editor only by Y coordinates?
               
               

               
            

Legacy_GianniAgn

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« Reply #14 on: May 22, 2012, 11:34:07 pm »


               How to make head model in game read not PLT but TGA?
               
               

               


                     Modifié par GianniAgn, 23 mai 2012 - 09:48 .