• Fixed a problem with 'mode_set' that caused a failure during import • To simplify the interface and avoid confusion, the routines for importing .mdl files have been removed. Neverblender should be used instead. • If more than one walk mesh is imported the additional meshes will use the same materials as the first. • If an image is not loaded with a mesh, the scripts will no longer turn the mesh blueprint blue. • During import, the scripts will attempt to merge seams by matching and combining vertices with the same position and normal vectors. • Check for matching bone indices before merging seams on a 'SKIN' mesh. (Note: this hasn't proven 100% successful, so use with caution.) • Make the seam join an import option.
You'll need to be at Blender 2.79 or subsequent to use this release.
• Set the default for the 'Remove Doubles' import parameter to False. • At Blender 2.72, the bpy.ops.wm.link_append call is replaced by bpy.ops.wm.append.
You'll need to be at Blender 2.72 or subsequent to use this release.
Yes I still work on this from time to time, but I don't check this forum much. You have reminded me though that I need to upload the new version (which has a fix for Blender 2.73+). What's the error message?
Is there anywhere I can find a comprehensive guide for getting assets from Blender into NWN2? I feel like I have the asset creation down well enough, but I still have no earthly idea how to set them up properly to be exported as an MDB.
I haven't seen one. Mostly I just picked it up by examining existing MDB assets and seeing how they were constructed. There are a few tutorials on the RWSCreations.com site, but they're written for use with 3DS Max.
I'm having the same Mac problem that was reported in the Neverwinter Vault. I can't seem to post a picture of the report here, and I'm having a hella time registering an account there.
I was mostly just curious if a solution was ever discovered for this issue? I think you mentioned looking into whether or not it was an endianness issue, but I believe Macs and PCs are on the same page with that now.
Correction: I have encountered one problem that's a show-stopper for me. When I do a parallel edge subdivide followed by a triangulate, it doesn't triangulate properly. It's not a problem with the scripts, so it looks like it's back to 2.69 for me.
I posted a bug report about this to the Blender organization and they kindly responded that a fix will be posted, so hopefully it'll work with the next release....
• Fixed an incorrect packet assignment for type HAIR during export. • Add missing packet size for HELM and HAIR and fixed a field in the record format.
• Perform a poll call prior to setting object mode during export, thereby avoiding some errors that occured while applying trimesh. • If an object has no diffuse texture, set the texture name to 'unknown' rather than aborting the export. • Handle error processing better in cases when the model being exported has a non-NWN2 armature. • If blender is in edit mode prior to an export, it attempts to restore edit mode after the export is complete. • On import, set each object to display its first texture image in the UV Image Editor. • Added layout formatting to the Import/Export panel options for better organization and clarity. • Made revisions for compatibility with the Blender 2.70 API.
Although the add-on now supports 2.70a, I found the new release has a few issues so I am sticking with 2.69 for now.
21 comments
• Fixed a problem with 'mode_set' that caused a failure during import
• To simplify the interface and avoid confusion, the routines for importing .mdl files have been removed. Neverblender should be used instead.
• If more than one walk mesh is imported the additional meshes will use the same materials as the first.
• If an image is not loaded with a mesh, the scripts will no longer turn the mesh blueprint blue.
• During import, the scripts will attempt to merge seams by matching and combining vertices with the same position and normal vectors.
• Check for matching bone indices before merging seams on a 'SKIN' mesh. (Note: this hasn't proven 100% successful, so use with caution.)
• Make the seam join an import option.
You'll need to be at Blender 2.79 or subsequent to use this release.
• Set the default for the 'Remove Doubles' import parameter to False.
• At Blender 2.72, the bpy.ops.wm.link_append call is replaced by bpy.ops.wm.append.
You'll need to be at Blender 2.72 or subsequent to use this release.
I keep getting the same error when trying to import a .mdb file.
I'm trying to Mod the Witcher, which I believe is rarely done.
I'm trying to mod some knight armor onto the Witcher player character.
I believe I can either replace the Player Character's clothes with the armor or replace the knight helmet with the Player Character's head.
But I can't even get past the Import without getting an error.
I'm having the same Mac problem that was reported in the Neverwinter Vault. I can't seem to post a picture of the report here, and I'm having a hella time registering an account there.
I was mostly just curious if a solution was ever discovered for this issue? I think you mentioned looking into whether or not it was an endianness issue, but I believe Macs and PCs are on the same page with that now.
• Fixed an incorrect packet assignment for type HAIR during export.
• Add missing packet size for HELM and HAIR and fixed a field in the record format.
• Perform a poll call prior to setting object mode during export, thereby avoiding some errors that occured while applying trimesh.
• If an object has no diffuse texture, set the texture name to 'unknown' rather than aborting the export.
• Handle error processing better in cases when the model being exported has a non-NWN2 armature.
• If blender is in edit mode prior to an export, it attempts to restore edit mode after the export is complete.
• On import, set each object to display its first texture image in the UV Image Editor.
• Added layout formatting to the Import/Export panel options for better organization and clarity.
• Made revisions for compatibility with the Blender 2.70 API.
Although the add-on now supports 2.70a, I found the new release has a few issues so I am sticking with 2.69 for now.