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RJShae

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rjshae

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21 comments

  1. aiqa
    aiqa
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    Thank you for your work on this plugin.
  2. rjshae
    rjshae
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    • 9 kudos
    Version 2.7.2 implements the following fixes:

    • 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.
  3. rjshae
    rjshae
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    N/m: duplicate post
  4. rjshae
    rjshae
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    Version 2.6.4.2 implements the following fixes:

    • 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.
  5. LodeStarKnight
    LodeStarKnight
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    Hello, I was wondering if support for this plugin is still active.

    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.
    1. rjshae
      rjshae
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      • 9 kudos
      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?
  6. Rekov
    Rekov
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    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.
    1. rjshae
      rjshae
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      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.
  7. euterpechild
    euterpechild
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    Hello rjshae,

    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.
    1. rjshae
      rjshae
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      • 9 kudos
      No, I don't have a solution. Somebody with a Mac and some knowledge of Python will need to take a look. Sorry.
  8. rjshae
    rjshae
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    • 9 kudos
    I've been testing the plugin with Blender 2.72b. Thus far it seems to work without any hiccups.
    1. rjshae
      rjshae
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      • 9 kudos
      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.
    2. rjshae
      rjshae
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      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....
    3. rjshae
      rjshae
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      • 9 kudos
      Blender 2.73 includes the fix and it seems to work.
  9. rjshae
    rjshae
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    Version 2.6.4.1 implements the following fixes:

    • 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.
  10. rjshae
    rjshae
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    • 9 kudos
    Version 2.6.4 implements the following changes:

    • 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.