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Joined: Sep 2017
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Nothing is happening when I attempt to drag a MDB file onto the "nw2fbx-dragdrop.cmd" file. Any ideas / suggestions as to why?

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https://i.imgur.com/dmSyYsK.jpg

When i tried using the DAE to GR2 converter, i had to turn on generate normals other wise the model would come out super dark, and now even then the model is coming out really shiny for some reason. Both models are using the same texture so its a issue with the GR2 file not the material being used for me. also when I tried to import a animation file for it, only some of the joints are being animated?

https://i.imgur.com/dmSyYsK.jpg

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https://i.imgur.com/CKV2AS2.jpg

(FYI this is what happens if i dont make the converter recalculate normals.)

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Normally the per-vertex normals are stored in the GR2 file, and when you export/import the model to/from DAE it'll automatically import the normals from the DAE. If normals were not exported to the DAE, they will be recalculated. (Please note that these automatically calculated normals are generally less precise than those specified manually and may contain errors, therefore it is recommended that you export the normals from whatever modeling program you're using.)

There is a normal map texture (called something like Chest_NM) which contains the per-texel normals encoded into the texture. If you didn't assign a normal map to the material after importing the mesh into the editor, it'll only use the per-vertex normals.

In addition, there is a physical map (Chest_PM ?) which contains the physical properties (anisotropy, metalness, roughness) of the material; this also needs to be assigned to make sure that the mesh will look fine ingame.

It seems that in your first two pics there was no normal map assigned at all, and the normals all pointed in one direction (hence the "2d" look and the grayness/blackness when looked at from specific angles). I'd say that in your third shot the physical map is missing, since the reflectance parameters seem to be the same on all parts of the mesh.

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how to use Cloths tab? wiki says The properties will only be applied to models that are exported with Vertex Painting. but i import some gr2 file with cloth properties in blender, and there is no color in the Vertex Paint mode.
is something i missed?

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Which GR2 file are you looking at?

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Humans_Female_Armor_Platemail_A_Garment_A
Humans_Female_Armor_Paladin_Priest_A_Upperbody_A
Creatures_Gheist_A_Cloth_A

and paladins cape.

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Ah, support for exporting vertex color was not yet available in the exporter.
I've added import/export for colors in the beta version:
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-v1.8.7-beta.zip

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its worked well,i can see the swing part is red in blender.
but ,i think i really need a help. how to handle it in the divinity engine.i can't do anything on Edit visual panel.

and thank for your powful tools:p

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Originally Posted by Reltzu
This is brief introduction how to import textured models from other games into the editor as placeable scenery.

If there is interest, I might write up a Wiki entry with some images to make it even easier to follow.

General tools needed:
* Nordbyte's tool https://docs.larian.game/Pak_Extractor_Guide
* FBX 2013.3 Converter http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909

Neverwinter Nights 2 / The Witcher:
* NWN2MDK https://github.com/Arbos/nwn2mdk/releases
* The Witcher models https://forums.nexusmods.com/index.php?/topic/4795155-witcher-placeable-conversion-project/

Skyrim / Fallout 4:
* Noesis 3D http://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91
* B.A.E. https://www.nexusmods.com/fallout4/mods/78/?


Step 1:
Extract native models

For NWN2 you can directly extract MDB meshes from Data/NWN2_Models.zip and DDS textures from Data/NWN2_Materials.zip

The Witcher models are available in the same format at https://forums.nexusmods.com/index.php?/topic/4795155-witcher-placeable-conversion-project/

For Skyrim and Fallout 4 use the B.A.E. tool to extract NIF models from "Data/Fallout4 - Meshes.ba2" or "Data/Skyrim - Meshes.bsa"
Extract corresponding DDS textures from "Data/Fallout4 - Textures.ba2" or "Data/Skyrim - Textures.bsa"

Step 2:
Convert models to FBX

For NWN2 and The Witcher use the nwn2mdk tool. Simply drag and drop the MDB file you want to convert onto the "nw2fbx-dragdrop.cmd" file. This should give a .fbx file of the same name.

For Skyrim and Fallout open Noesis 3D and open the NIF model you want to convert. Click "export" and save it as FBX anywhere (DON'T save it as DAE directly, does not work).

Step 3:
Convert models to DAE

a) Use FBX 2013.3 Converter, drag the FBX model in the left panel, convert it to .OBJ (yes .OBJ, not .DAE!)
b) now drag the OBJ model in the left panel and convert it back to "FBX 2013"
c) now drag the new FBX model in the left panel and convert it to .DAE

Step 4:
Convert models to GR2

Finally we can convert the models into GR2, thus making them useable in the divinity os 2 editor.

Open Nordbyte's ConverterApp and go to the first tab "GR2 Tools".
Select the .DAE model in the first row under "input file path"
Select any path to a .GR2 file name in the second row under "output file path"
Hit "Import"... if all goes well you should not see any errors and the "Export" button will become available.
Hit "Export"

Step 5: Import into the editor
Follow the steps listed in this guide to get your item into the editor:
https://docs.larian.game/My_first:_Item


Here is an example of a woodpile from The Witcher:
[Linked Image from i.imgur.com]

I was wondering, could you do some research about Baldurs gate models and doing this process again?

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