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. Helmetsp_XXX_YY_helmZZ where: Bootsp_XXX_YY_bootsZZ where: Glovesp_XXX_YY_glovesZZ where: Beltp_XXX_YY_beltZZ where: Cloakp_XXX_YY_cloakZZ where: Accessoriesp_XXX_YY_????ZZ where:
Placeablesplc_???? where: ???? = a descriptive label Armorp_XXX_YY_BodyZZ where: Race Codes
Gender Codes
Armor CodesBased on values defined in ArmorVisualData.2DA
Technical NotesThe 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.
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Last Updated on Wednesday, 26 October 2011 09:25 |