Ya, that would be verrrry nice. A few tilesets you can modify with new placeables. Is it possible to import Placables from NWN 1 or 2?@NayAvaCarreas is a great area but, could not someone create a area without walls, cave entries, trees and houses and some house, tree and a cave entry placeables? So we could create a more unique area and our mods could take place in landscapes, that are not in the game.
I have started on an ascii converter, but its tough to finish when you are guessing at the nomenclature and have very little time to perform countless trial and error tests. That is why I stuck strictly with working inside the MDB format while scripting twMax. I still don't have all the pieces of the puzzle, but I think I'm a lot farther ahead than I would have been on the ascii converter.You won't find any MDL files in the Witcher bifs. What you will find are MDB files. These are the compiled (binary) model files. If I remember correctly, and forgive me because it has been a long time since I have used the exporter, the exporter will produce an MDL file, which is the ascii representation of the model. Once you place your model in game, you may or may not find an accompanying MDB model file. Depends on how the game engine and D'jinni now treat the MDL file. It was a long time ago, that when placing an MDL file into an area using D'jinni, if it was a new model it would compile the model file and leave a hard copy in the same directory. It may now be handled differently so that the game engine compiles them as needed (much like NWN).Yes, Witcher format is different from NWN format. Not extremely different, but different nonetheless.MDAmutemachine said:... thx 4 reply ... i have used the UnBIF1.0 for files extraction ... and I wanted to convert *.MDL files into ASCII format ... since all mine pre-made new armors meshes for Geralt were made in Milkshape3d (or maybe try to use msMDLimporter) ... than i found twMax ... think i can merge them as well in 3DSMax ... 2 things i would like to ask: first one is a silly question - after extraction i don't see any *MDL files in mine _meshes00 directory ... where are they ? And the second question - is Witcher *.MDL format is different than NWN *.MDL format ?
There are no MDB files in NWN. NWN2 MDB files are totally different from Witcher MDB files.Having said that, let's forget about NWN1/2 for now.twMax uses the MDB file, no need to convert it to any other format. Keep in mind some MDB files are what is called a composite model file. twMax will not yet import these. If you receive an error stating the model could not be imported, try looking for another similarly named MDB file (probably the first two letters of the filename will change).HTH,MDAmutemachine said:... i have made 1 or 2 models for the first NWN ... long time ago... i remember mdl=models and dds=textures ... but i do not recall working with mdb ... maybe i worked on already extracted files ... anyway ... before i read your reply i tried MDB export/import tool (mdb2obj ... which was not a good idea since obj format do not support skeleton data and few other things) ... just to find out that Witcher model format is actually different than NWN2 format ... thx for confirmation ... But still im not sure i understand how do i extract/decompile mdb into mdl (which i could import to 3dsmax with your twMax). ???