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.