A Game of Thrones • A Song of Ice and Fire NWN2 Persistent World • Low Magic Role Play

NWN2 Model Naming Conventions

Resources - Technical Documentation
Sunday, 23 November 2008 00:00

The toolset categorizes models based on how they are named. The A 3 letter code is used, with the first 2 letters signifying the race (see race codes below), and the last letter the sex (see gender code below). Other things like monsters just have the name of the monster listed. The 2 letter code is controlled by the Appearance.2DA. All names of models and textures should be lowercase to function properly in-game and within the toolset.

Helmets

p_XXX_YY_helmZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Boots

p_XXX_YY_bootsZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Gloves

p_XXX_YY_glovesZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Belt

p_XXX_YY_beltZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Cloak

p_XXX_YY_cloakZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Accessories

p_XXX_YY_????ZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number
???? = one of the following labels:

  • LShoulder - Left Shoulder
  • RShoulder - Right Shoulder
  • LUpArm - Left Arm
  • RUpArm - Right Arm
  • LElbow - Left Elbow
  • RElbow - Right Elbow
  • LBracer - Left Bracer
  • RBracer - Right Bracer
  • LHip - Left Hip
  • RHip - Right Hip
  • ?? - Front Hip
  • ?? - Back Hip
  • LUpLeg - Left Leg
  • RUpLeg - Right Leg
  • LKnee - Left Knee
  • RKnee - Right Knee
  • LLowLeg - Left Shin
  • RLowLeg - Right Shin
  • ?? - Left Ankle
  • ?? - Right Ankle
  • ?? - Left Foot
  • ?? - Right Foot

Placeables

plc_????

where: ???? = a descriptive label

Armor

p_XXX_YY_BodyZZ

where:
XXX = 2 letter race code + 1 letter gender code
YY = 2 letter armor code
ZZ = 2 digit item number

Race Codes

  • HH - Humanoids
  • DD - Dwarf
  • EE - Elf
  • EH - Half-elf
  • GG - Gnome
  • AA - Halfling
  • OO - Half Orc
  • GY - Githyanki
  • ED - Drow
  • EL - Elf, Wild
  • HE - TBD
  • HI - TBD
  • HW - TBD
  • HF - TBD
  • EW - TBD
  • ES - TBD

Gender Codes

  • M - Male
  • F - Female

Armor Codes

Based on values defined in ArmorVisualData.2DA

  • CL - Cloth
  • CP - Cloth Padded
  • LE - Leather
  • LS - Leather Studded
  • CH - Chain
  • SC - Scale
  • BA - Banded
  • PH - Half Plate
  • PF - Full Plate
  • HD - Hide
  • NK - Naked

Technical Notes

The major technical concern for accessory models is the unique number identifier. You can have up to 512 unique models for each slot per base appearance type, thus: 512 Human Female left bracers, 512 Male Dwarf right shins, etc. Therefore, if possible, you should examine existing custom content and attempt to use a unique number identifier that has not already been used.

Non-consecutively numbered models will work fine both in the toolset and game. Therefore, you could have shin parts 1-45, skip to 90-110 and then skip again to 235. Since the models are read in this way, it's more important that you select a model number that is unique, than it is that you select a model number that is consecutive.

Additionally, the toolset will read in the array of model parts for a given base appearance slot starting at index 0. So, while the unique number identifiers for your model parts will range from 1-512, the number for each part will show up in the toolset as 0-511.

Last Updated on Wednesday, 26 October 2011 09:25