It is not possible currently using publicly available tools.The model format is very similar for the original NWN Mdl Format. Indeed, some Witcher models can be read the NWN Explorer and read (in parts) by NWmax.But NWmax cannot at this time export to Witcher mdl format. As the .mdb format has not been explained and is not documented, importing of models from the bifs is not easily in the cards.The Witcher will load a ascii format model, btw. They do not need to be compiled into .mdb in order to work. That's a significant plus.I suppose that dedicated community members might manage to unspool the .mdb format and play the DWORD game to its conclusion to figure it all out. But this is a far more significant task than you think.Even after that, there are some middleware issues in terms of getting models into game state. Karma physics and the RTT plugin being the significant factors in terms of middleware (for custom creatures and areas, respectively) Is this a challenge which can be met? Yes. There is a demo of RTT available. (RTT is actually an exceptionally cool plugin and is one of the principle reasons the The Witcher game looks as good as it does)Is all of this easily accessible at present for the casual or even dedicated modder? No.I might add that our tests confirm that it is possible to create an area mesh in NWN2, texture it NWN2's toolset even - and export that heightmap so that 3dsmax can read it in. In this fashion, a clever person could set up an importer/exporter for NWN2>>GMAX>>The Witcher, which could allow you to place placeables and speedtree nodes, etc. within GMax even (yes GMAX can do this). That could then take such a mesh and export it in Wicther area format. You could not create new normal mapped models with a GMAX based TWmax for the Witcher - but you could do a pass through of an exsiting normal map (3dsmax 4.2 format supports this - GMAX simply does not give you a GUI to manopulate it) Note: the terrain geom in The Witcher is not normal mapped.