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That if you want to load binary model directly from bif file, you will need model decompiler (nwnmdlcomp.exe) in your natives dir. There is no support for walkmeshes or game definition files.
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There are some issues with particles (things like linked particles are not working right) and no support for danglymesh (it is rendered as static), but rest works. This is quite complete support for NWN1 character/placeable models. Very, very different, so there is no point of tacking them at same time. NWN1 and NWN2 are completely different engines. So, as referenced in that very encouraging bit I quoted at the top, could I get some help setting up the plugin project and figuring out jME cvs?Įdit: And of course, I’d welcome collaboration Specifically, I’d like to allow anyone to browse, catalog & import NwN assets and export them to the SDK supported formats (j3o, Ogre3D, blend). Currently I am curator of the Neverwinter Vault, a repository of over 40,000 projects related to the Aurora toolset and NwN game engine.Īs a first step to updating the toolset and engine, I intend to create an asset loader/editor/exporter in jME that handles all the various NwN filetypes, including the models (mdl, mdb) anims ( gr2 - probably have to just replace those skeletons… silly proprietary formats :-P), textures (NwN DDS format is slightly non-standard), etc…Īs I’m starting from scratch (though I have both Ruby & c++ libraries to port from), I’d really like to write these as a plugin from the start, with smooth integration into the SDK the goal. I am spanking new to java, but have programmed in many languages since the early '80s. For new plugins, the basic project creation and layout of the plugin can always be handled by a core developer and you can go on from there fleshing out the plugin.
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If you feel like you want to make an addition to jMonkeyEngine SDK, don't hesitate to contact the jme team regardless of your knowledge in NetBeans platform development.
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