brwarner Posted October 11, 2005 Share Posted October 11, 2005 Ok this is really annoying me. For my mod im working on I want to have a person being in a postition that an animation does not exist for, so I decided to export the character from kotor tool then export a random placable. I put the character into a position using the bones then converted it to an editable mesh so I could delete the bones. I saved it as a .gmax and then imported the placable. I deleted the placable model and replaced it with mine. When I export using either the AuraBase or the button on NWNwhatever and both times it did something but when I checked both export files I found Nothing. Would someone please tell me what is going on. Link to comment Share on other sites More sharing options...
oldflash Posted October 11, 2005 Share Posted October 11, 2005 Model must be linked to aurora base. In your case make all modif. until save as .gmax part. Do not touch aurora base object or ignore_NGon01. Export model as he is, convert to binary, rename the result (both mdl and mdx) same as the model which you want to replace and test game. Since you use as source 1 animated model and delete the bone system, could not be working. If mdlops ask about binary source when you make conversion give-up. Anyway from nwnplugin will export only models attached to aurorabase. So maybe that was wrong in what you have done. At least you have not say if after importing .gmax file have linked imported model to existing aurora base object. Link to comment Share on other sites More sharing options...
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