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Some assessment of the Beamdog models, textures and files in https://files.beamdog.com/files/NWNEE-HDArtPack-1.00.zip to save my notes being lost whenever I review these models and things. Some files can be removed and will be noted here etc.

Names may not all be lowercase but will be in future fixes to standardise.

The titles of each section are the folder / layout of source files - which is based off the standard pallet for the most part.

Main and Misc

2das, shaders, other unused things.

2da Files

2da files are kept in their own area since so many models and so forth are in multiple ones or whatever.

FileChanges from EEAssessment OverrideAssessment Future PackFixesNotes
appearance.2daHafling weapon scale from 0.8 to 0.75May remove not sure, very minor changeKeep with more changesNone

Literally only has that one change, horse variant misses it though!

cloakmodel.2da

Each cloak has a separate model now:

  • Original game has models 1 through 7 and 16 cloak textures
  • New one has models 1 through 16 and 16 cloak textures
Remove once the cloaks models are sorted properly.Keep but may alterAs notes

Possibilities:

  • Leave as-is, since each model may be slightly different...(need to check! looks like normals may be different)
  • Make it so the cloakmodel.2da file isn't altered, ie make it so there are still only models 001 through 007. This both maintains compatibility with other custom content and also simplifies things since the override loses hundreds of (complex) models.
    • Need to test fully of course!
      • Note: cloakmodel.2da line 1 and 2 (Plane, Arcane) have HIDESHOL set to 1, which is the only other 2da difference changing it back needs double checking.
    • Also helps horses who blank the cloaks out (so they're not showing) meaning slightly less mess there
parts_hand.2daAdded the variants 10, 11, 12, 13, 14 which are simple recolours of the existing ones with different leather/metal on different parts. Useful but not usable by an override pack really.RemoveKeep (but change ACBONUS ordering)None

Remove from override since, well, it's not overriding anything the game functionally uses (and if a module does use those lines that modules 2da will override it anyway).

New pack of course can add them in.

parts_neck.2daNo differenceRemoveRemoveNoneMay have been new parts planned and included by mistake
parts_shin.2daNo differenceRemoveRemoveNoneMay have been new parts planned and included by mistake

Shaders

FileChanges from EEAssessment OverrideAssessment Future PackFixesNotes
fslit_nm_r.shdIs an identical copy of fslit_nm.shd (even says it is this file in the comments)RemoveRemoven/a

Has no use in any files as far as a search goes (not referenced in any MTR file)

Unused or Removed Files

These seem to be entirely unused by the other files or the base game, thus probably need cleaning up or actually put into use!

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Metal Texturen/aw_metal_tex.ddsM_Metal_Tex.mtr

w_metal_tex_n.dds

w_metal_tex_s.dds

w_metal_tex_r.dds

(Unused: w_metal_tex_h.dds)

n/a

Check and see if it does anything - the new w_metal_tex.dds probably loads at least!

Likely remove.

Maybe if can be added to base models and/or replacement models usefully - if there are no HD replacements for them as suchInclude heightmap in MTR file (texture4) and check it works

This appears to be a major revamp of the base w_metal_tex used on a lot of base weapons (plus potentially hundreds of other files). The texture is 400% bigger than the w_metal_tex.tga included in the base game.

However m_metal_tex.mtr isn't referenced by anything in the game.

Some options here:

  • Change m_metal_tex.mtr to be called w_metal_tex.mtr so it is chosen first, and put texture0 and texture4 lines in it.
    • This won't generate normals with already compiled models mind you
  • Redo the base game models that reference it to now reference the MTR file properly and to generate normals, and recompile them all
    • A lot more work and may not look great and may be unnecessary if other HD models are included in a bigger pack...


Test Legsn/aLegTest.plt

M_LegTest.mtr (can be made to be not used if MDLs are edited)



LegTest_N.dds

n/a
Sort models and RemoveSort models and RemoveFix the models using this file.

Given the filenames it's likely a set of test files included by accident.

However the file "M_LegTest.mtr" is in use by 37 models, probably by accident? These are some of the shin left, and shin right for some male models. Specifically Shin, Left, 20, Shin Right 18/19/20 only which may be because they're the non-pegleg ones (usually not selectable by PCs or in any armor).

pma0_shinl020.mdl, pma0_shinr018.mdl, pma0_shinr019.mdl, pma2_shinl020.mdl, pma2_shinr018.mdl, pma2_shinr019.mdl, pmd0_shinl020.mdl, pmd0_shinr018.mdl, pmd0_shinr019.mdl, pmd2_shinl020.mdl, pmd2_shinr018.mdl, pmd2_shinr019.mdl, pme0_shinl020.mdl, pme0_shinr018.mdl, pme0_shinr019.mdl, pme2_shinl020.mdl, pme2_shinr018.mdl, pme2_shinr019.mdl, pmg0_shinl020.mdl, pmg0_shinr018.mdl, pmg0_shinr019.mdl, pmg2_shinl020.mdl, pmg2_shinr018.mdl, pmg2_shinr019.mdl, pmh0_footr002.mdl, pmh0_shinl020.mdl, pmh0_shinr018.mdl, pmh0_shinr019.mdl, pmh2_shinl020.mdl, pmh2_shinr018.mdl, pmh2_shinr019.mdl, pmo0_shinl020.mdl, pmo0_shinr018.mdl, pmo0_shinr019.mdl, pmo2_shinl020.mdl, pmo2_shinr018.mdl, pmo2_shinr019.mdl

After checking LegTest_N.dds against pmh0_legs00_N.dds (in M_pmh0_legs00.mtr - referenced in pmh0_shinr020 which should be the right hand version of pmh0_shinl020) the files are identical thus the references to LegTest_N.dds can be altered to M_pmh0_legs00.mtr)

pmh0_footr002.mdl needs checking out (there are no other foot002's in the pack!).

Cannot find a reference to LegTest.plt so that can be removed.

Female Leg

M_FemLeg.mtr

pfh0_legs00_n.dds (is a valid file referenced by correct file)

n/a
RemoveRemove
Unlike M_LegText.mtr this file is not referenced (although it references a valid file we want to keep!)
Extra Neckspfh0_neck007.mdl and pfh0_neck099.mdl




RemoveRemove
Banish these extra necks!
Extra human heads

pmh0_head035.mdl

pmh0_head036.mdl

pmh0_head037.mdl

pmh0_head038.mdl

pmh0_head035.plt

pmh0_head036.plt

pmh0_head037.plt

pmh0_head038.plt





RemoveRemove
Banish these unnecessary heads! Which are dodgy anyway since they're not built correctly!
Robe 002pfh0_robe002.mdlpfh0_robe002.plt

n/a

pfh0_robe002.png

RemoveRemove
The model pfh0_robe002.mdl and pfh0_robe002.plt are for an unused robe, basically looks to be a test/earlier version of pfh0_robe003.mdl and can be safely ignored (ie not retained)


pmh0_robe002.plt



RemoveRemove
No MDL file, obviously a test thing as above.
"Female Bare Chest" material

M_pfh0_bchest001.mtrpfh0_bchest001_N.ddsn/a
RemoveRemove

Looks to be a test chest normal map, I can't find any model using m_pfh0_bchest001.mtr (Female, Human, Phenotype 0).

Going by the name though it looks to be "Bare Chest", so well, I guess they planned nude models at some point? Who knows!

"Robe cloth" material
pmh0_rcloth01.pltM_pmh0_rcloth01.mtrpmh0_rcloth01_N.ddsn/a
RemoveRemove
Looks to be a test file for one of the robes, which are more akin to pelvis pieces.
"Shoulder, 019" material

M_pmh0_sho019.mtrpmh0_sho019_N.ddsn/a
RemoveRemove

This is not used in any MDL file from a search. Spelling error most likely.

However the related file to it - pmh0_sho019.dds - is in use by the correct MTR M_pmh0_shol019.mtr. Before adding to source I corrected this so not noted below.

"Shoulder 007" normal


pmh0_sho007_N.dds

RemoveRemove
No normal file references this looks to be a less detailed version of pmh0_shol007_N.dds and thus a test version of some kind
"Shoulder, Right, 000 dummy model"pfe2_shor000.mdl




RemoveRemove
Doesn't reference a texture, test file since we don't need 000 models in the game?

Models and Textures

Models and textures are kept together where possible.

Items\Armor\Shields\Large Shields

NameModel Filebitmap/texture0Material FileMaterial Texture(s)PictureAssessment OverrideAssessment Future PackFixesNotes
Dragon Shieldashlw_062.mdldragonshield.ddsm_dragonshield.mtr

dragonshield_n.dds

dragonshield_s.dds

dragonshield_r.dds


KeepKeepNone

This appears to be simply fancymapped, there is literally no additional model work on it in comparison to the original, so it'll generate normals and so forth and be a bit shinier/metallic.

In fact checking the base texture dragonshield.dds it is the games original one simply upscaled with basic bilinear processes (eg in photoshop or whatever).

Items\Armor\Shields\Tower Shields

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes

Silver

ashto_011.mdla_towershield.ddsM_TowerShield

a_towershield_n.dds

a_towershield_s.dds

a_towershield_r.dds

iashto_011.tga

KeepKeep

Classification is missing, needs to be set to character.

Shield texture a_towershield.dds has got every shield 011, 021, 031, 041,  on it (as does the fancy maps for it). Similar for _2 and _3 variants (covering 012 and 013 etc.)

Adding further colours would be pretty trivial, recolour the a_towershield.dds field to another set of variant colours.

Goldashto_012.mdla_towershield_2.dds" "" "iashto_012.tga
KeepKeep

Classification is missing, needs to be set to character.


Bronzeashto_013.mdla_towershield_3.dds" "" "iashto_013.tga
KeepKeep

Classification is missing, needs to be set to character.


Silver

ashto_021.mdla_towershield.dds" "" "iashto_021.tga

KeepKeep

Classification is missing, needs to be set to character.


Goldashto_022.mdla_towershield_2.dds" "" "iashto_022.tga
KeepKeep

Classification is missing, needs to be set to character.


Bronzeashto_023.mdla_towershield_3.dds" "" "iashto_023.tga
KeepKeep

Classification is missing, needs to be set to character.


Silver

ashto_031.mdla_towershield.dds" "" "iashto_031.tga

KeepKeep

Classification is missing, needs to be set to character.


Goldashto_032.mdla_towershield_2.dds" "" "iashto_032.tga
KeepKeep

Classification is missing, needs to be set to character.


Bronzeashto_033.mdla_towershield_3.dds" "" "iashto_033.tga
KeepKeep

Classification is missing, needs to be set to character.


Silver

ashto_041.mdla_towershield.dds" "" "iashto_041.tga

KeepKeep

Classification is missing, needs to be set to character.


Goldashto_042.mdla_towershield_2.dds" "" "iashto_042.tga
KeepKeep

Classification is missing, needs to be set to character.


Bronzeashto_043.mdla_towershield_3.dds" "" "iashto_043.tga
KeepKeep

Classification is missing, needs to be set to character.


Kite ShieldAShTo_051.mdla_kiteshield1.ddsM_KiteShield1.mtr

a_kiteshield1_n.dds

a_kiteshield1_s.dds

a_kiteshield1_r.dds

iashto_051.tga

KeepKeepConvert icon file to DDS

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.

Rubyashto_052.mdlc_ruby.ddsM_gemshield.mtr

gemshield_n.dds

gems_s.dds

gems_r.dds

iashto_052.tga

KeepKeepConvert icon file to DDS

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.

Emeraldashto_053.mdlc_emerald.ddsM_gemshield.mtr

gemshield_n.dds

gems_s.dds

gems_r.dds

iashto_053.tga

KeepKeep

Node name has an apostophe in it, which is likely not a good idea.

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.

Diamondashto_054.mdlc_diamond.ddsM_gemshield.mtr

gemshield_n.dds

gems_s.dds

gems_r.dds

iashto_054.tga

KeepKeep

Node name has an apostophe in it, which is likely not a good idea.

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.

Zhentarumashto_061.mdltm_shieldzhent.ddsM_ShieldZhent.mtr

tm_shieldzhent_n.dds

tm_shieldzhent_s.dds

tm_shieldzhent_r.dds

iashto_061.tga

KeepKeep
Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.
Helm Gauntletashto_062.mdldag_twshld2.ddsM_dag_twshld2.mtr

dag_twshld2_n.dds

dag_twshld2_s.dds

dag_twshld2_r.dds

iashto_062.tga

KeepKeep

Fixed model: ashto_062.mdl

Node "g_AShTo_01" doesn't have the materialname and renderhint set even though the normal map includes it (it is likely the bits you hold onto to use the shield).

ambient 0 0 0 on second node of model.

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.
Griffonashto_063.mdldag_twshld.ddsM_dag_twshld.mtr

dag_twshld_n.dds

dag_twshld_s.dds

dag_twshld_r.dds

iashto_063.tga

KeepKeep

Node "g_AShTo_03" doesn't have the materialname and renderhint set even though the normal map includes it (it is likely the bits you hold onto to use the shield).

Need to check what obj01 and obj02 nodes are, and again no materialname or renderhint

Has fancy mapped textures but no model changes except to notify the engine of the MTR and fancy mapping. Relatively quality model in any case.

Items\Armor\Helmets

New models for all. However all are missing specular and roughness maps. No new icons too.

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Helmets

helm_001.mdl

...

helm_035.mdl

helm_001.plt

...

helm_035.plt

M_helm_001.mtr

...

M_helm_035.mtr

helm_001_n.dds

...

helm_001_n.dds

No new icons

KeepKeepNoneCould do with specular and roughness maps, they should work with PLT files but not necessary fixes look shiny enough anyway

Items\Weapons\Axes\Great

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Greataxe

WAxGr_b_011.mdl

WAxGr_m_011.mdl

WAxGr_t_011.mdl

Models IDs available 16 total

(4 parts, 4 colours):

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

w_greataxe.ddsM_Greataxe.mtr

w_greataxe_n.dds

w_greataxe_s.dds

w_greataxe_r.dds

iwaxgr_b_011.tga

iwaxgr_m_011.tga

iwaxgr_t_011.tga

KeepKeep

Classification should be set to "character"

Convert icon file to DDS, make smaller version for toolset available

The texture files have EVERY part on them, which isn't a terrible idea actually but recolours would have to be in sets of 4 - ie; recolour the base texture appropriately in 4 sections

4 colours are standard on all parts (Silver, Gold, Bronze, Adamantine)

Items\Weapons\Bladed\Great Swords

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon File
PictureAssessment OverrideAssessment Future PackFixesNotes
Greatsword

WSwGs_b_011.mdl

WSwGs_m_011.mdl

WSwGs_t_011.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

51, 52, 53, 54

61, 62, 63, 64

71, 72, 73, 74

w_greatsword.dds (11 - 61) (Silver)

w_greatsword2.dds (12 - 62) (Gold)

w_greatsword3.dds (13 - 63) (Bronze)

w_greatsword4.dds (14 - 64) (Adamantine)

71: c_diamond

72: c_ruby

73: c_emerald

74: c_amethyst

M_Greatsword.mtr (11-64)


M_gemsword.mtr (71-74)

m_greatsword.mtr

w_greatsword_n.dds

w_greatsword_s.dds

w_greatsword_r.dds


m_gemsword.mtr

w_greatsword_n.dds

gems_s.dds

gems_r.dds

iwswgs_b_011.tga

iwswgs_m_011.tga

iwswgs_t_011.tga


Possibly remove the new models which won't override anything

Include everythingConvert icon file to DDS, make smaller version for toolset available

This actually includes more than the original game has!

The colours are based on 4 different base textures which is sensible, new colours could be added 1 at a time for all models at once.

Yes the gem swords (71-74) use the colours from the gem creatures! These really should be split out but they're not really anything special - just a flat "gem-like" texture.

Items\Weapons\Bladed\Long Swords

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Longsword

WSwLs_b_011.mdl

WSwLs_b_012.mdl

WSwLs_b_013.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

51, 52, 53, 54

61, 62, 63, 64

71, 72, 73, 74

81, 82, 83, 84

w_longsword.dds (Silver)

w_longsword_2.dds (Gold)

w_longsword_3.dds (Bronze)

w_longsword_4.dds (Adamantine)

M_Longsword.mtr

w_longsword_n

w_longsword_s

w_longsword_r

iwswls_b_011.tga

iwswls_b_012.tga

iwswls_b_013.tga

KeepCheck 091-094 models and may need them upgrading.Convert icon file to DDS, make smaller version for toolset available

Actually missing overrides for WSwLs_t/m/b_091.mdl through WSwLs_t/m/b_094.mdl however I can't get them to appear in the toolset so...dunno? MaxRange is set to 100 in baseitems.2da too but maybe it needs to be 110? Hmm...need to figure that out.

Similar to Great Axe which has separate DDS files for each colour making it easier to add more of them in sets of 4.

Items\Weapons\Bladed\Other

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Katana

WSwKa_b_011.mdl

WSwKa_m_011.mdl

WSwKa_t_011.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

11: w_katana.dds

12: w_katana_2.dds

13: w_katana_3.dds

14: w_katana_4.dds

M_Katana.mtr

w_katana_n.dds

w_katana_s.dds

w_katana_r.dds

iwswka_b_011.tga

iwswka_m_011.tga

iwswka_t_011.tga

Keep once fixedKeep once fixed

The WSwKa_b/m/t_011 model has the classification "Tile". No other model does.

The WSwKa_b/m/t_011 model is ever so slightly different to 12, 13 and 14 versions (exported at the same time compared to 11). Possibly check in detail and use 11 or 12 as the base for all of them. None of the others (eg 21/22/23/24) differ like this.

Convert icon file to DDS, make smaller version for toolset available

Looks fine excepting the 11 versions of models being slightly different to 12/13/14. Needs standardising. Plus the tile classification needs fixing.
Rapier

WSwRp_b_011.mdl

WSwRp_m_011.mdl

WSwRp_t_011.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

11: w_rapier_1.dds

12: w_rapier_2.dds

13: w_rapier_3.dds

14: w_rapier_4.dds

M_Rapier.mtr

w_rapier_n.dds

w_rapier_s.dds

w_rapier_r.dds

iwswrp_b_011.tga

iwswrp_m_011.tga

iwswrp_t_011.tga

Keep once fixedKeep once fixed

All weapons are classified as "tile" needs to be "character".

Most WSwRp_b/m/t_0x1.mdl is slightly different to x2/x3/x4. Choose one and go with it. Many have the node trimesh nodename with an additional number afterwards.

Convert icon file to DDS, make smaller version for toolset available

Similar to Katana. Minor fixes to do.

Items\Weapons\Bladed\Short Swords

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Short Sword

wswss_b_011.mdl

wswss_m_011.mdl

wswss_t_011.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

21, 22, 23, 24

31, 32, 33, 34

41, 42, 43, 44

51, 52, 53, 54

61, 62, 63, 64

11: w_shortsword.dds

12: w_shortsword_2.dds

13: w_shortsword_3.dds

14: w_shortsword_4.dds

11, 12, 13: M_Shortsword.mtr

14: M_Shortsword4.mtr

11, 12, 13: M_Shortsword.mtr

w_shortsword_n.dds

w_shortsword_s.dds

w_shortsword_r.dds

14: M_Shortsword4.mtr

w_shortsword4_n.dds

w_shortsword4_s.dds

w_shortsword4_r.dds

iwswss_b_011.tga

iwswss_m_011.tga

iwswss_t_011.tga

Keep once fixedKeep once fixed

All the files are classified as "tile" when they need to be "character".

Convert icon file to DDS, make smaller version for toolset available

Models came compiled but checked source with cleanmodels ee.

No immediate issues after a quick check of most of the models.

Color part 4 always uses m_shortsword_4 for some reason. It's the same "Adamantine" colour other weapons have which don't have such treatment. The apparent differences are a very slightly different normal map and lightter specular, and in some areas "cleaner" diffuse. Really need to see if these changes are worth keeping or replicating on other models using colour 4.

Items\Weapons\Blunts\Hammers

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon File
PictureAssessment OverrideAssessment Future PackFixesNotes
Warhammers (Only Gemstone)

wblhw_b_071.mdl

wblhw_m_071.mdl

wblhw_t_071.mdl

Models IDs available (Bold is new)

71, 72, 73, 74

71: c_diamond

72: c_ruby

73: c_emerald

74: c_amethyst

M_gemstones.mtr (But is wrong so...)

m_gemhammer.mtr

m_gemhammer.mtr:

gemhammer_n.dds

gems_s.dds

gems_r.dds

iwblhw_b_071.tga

iwblhw_m_071.tga

iwblhw_t_071.tga


Keep once fixedKeep once fixed

The MTR file is wrong, should  be m_gemhammer

Convert icon file to DDS, make smaller version for toolset available

No new models just adds the newer gemstone textures and normal maps

Buggy needs fixes to repoint MTR file properly.

Items\Weapons\Exotic

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon File
PictureAssessment OverrideAssessment Future PackFixesNotes
Kukri

WSpKu_b_011.mdl

WSpKu_m_011.mdl

WSpKu_t_011.mdl

Models IDs available (Bold is new)

11, 12, 13, 14

11: w_kukri.dds

12: w_kukri_2.dds

13: w_kukri_3.dds

14: w_kukri_4.dds

M_Kukri.mtr

w_kukri_n.dds

w_kukri_s.dds

w_kukri_r.dds

iwspku_b_011.tga

iwspku_m_011.tga

iwspku_t_011.tga


Keep once fixedKeep once fixed

The trimesh on the "12", "13" and "14" parts have additional numbers after the "node trimesh nodename" probably from an exporter error. Won't necessarily break anything but worth removing.

Convert icon file to DDS, make smaller version for toolset available

Looks fine.

Items\Miscellaneous\midmisc

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Icon FilePictureAssessment OverrideAssessment Future PackFixesNotes
Gemstones

it_midmisc_151.mdl

it_midmisc_152.mdl

it_midmisc_153.mdl

it_midmisc_154.mdl

c_diamond.dds

c_ruby.dds

c_sapphire.dds

c_emerald.dds

M_gemstones.mtr

gems_n.dds

gems_s.dds

gems_r.dds

(None - no new ones included)
KeepKeep

Looks to be the original model with upgraded textures.

Note: Same textures and MTRs as the gem golemss, and shares the _s and _r files with all the other gem versions of things.

Note 2: Possibly can copy over the models it_thnmisc_061.mdl / it_thnmisc_062.mdl / it_thnmisc_063.mdl / it_thnmisc_064.mdl which appear to be the same kind of models in the base game. Also some gems as small objects they could replace (bit more random the numbers).

Note 3: actually looking at the original gem objets above (61-64) the clarity of the diamond is actually really good and they're such small objects...hmm. Might leave!


Creatures

Creatures\Constructs

NameModel Filebitmap/texture0Material FileMaterial Texture(s)Portrait FilePictureAssessment OverrideAssessment Future PackFixesNotes
Diamond Golemc_goldiamond.mdl

c_diamond.dds

M_gemstones.mtr

gems_n.dds

gems_s.dds

gems_r.dds

(None - no new one included)
KeepKeep
Shares material file with the placed-on-ground gemstones, and shares the _s and _r files with all the other gem versions of things.
Emerald Golemc_golemerald.mdl

c_emerald.dds

M_gemstones.mtr

gems_n.dds

gems_s.dds

gems_r.dds

(None - no new one included)
KeepKeep

Ruby Golemc_golruby.mdl

c_ruby.dds

M_gemstones.mtr

gems_n.dds

gems_s.dds

gems_r.dds

(None - no new one included)
KeepKeep

Phenotypes

Not going to list every file here but will list the main one (eg; "chest005") and reference any bugs relating to the entire range of phenotypes referencing it, eg: pfo0_chest005.mdl is the Female, Half-Orc, Normal model for chest005 but listing all of them is 6 races x 2 genders x2 sizes = 24 models per part!

Will list what order they are in the armor list so it's easier to find them in the toolset if possible.

Things to check:

  • PLT files that appear to be unused (eg; pfo0_footl001.plt but the MDL references pfh0_footl001 - which is in use and why is it unused?)
  • Possible wrong MTR references in many places (eg; pfo0_footl013.mdl references material M_pfh0_legs00 instead of the foot one "M_pmh0_foot011" used in pfo0_footl010.mdl?)
    • Need to double check how things look in game and only make changes where it is broken/off (check in normal view they only have normals)
  • Some really wrong MTR files - the M_LegTest needs changing to M_pmh0_legs00
  • Many models are a bit off (while otherwise should be identical to others - like the peglegs, there are 2 right, 2 left, but they differ slightly. Some chest models differ slightly between tattoo and non-tattoo too).
  • Cloaks need their cleanup done
  • If we get more fancy mapping done these only ever have normal maps

Folder layout will be in these folders (and you need 0 for all of them, and 2 for all the horse/joust ones):

  • Phenotypes\Phenotype 0 (Normal)
  • Phenotypes\Phenotype 2 (Fat)

  • Plus horse ones not needed here...since they'll be all copies of 0 and 2 if skinmesh.

Colors used in screenshots:

  • Leather 1 - Light Blue
  • Leather 2 - Light Green
  • Cloth 1 - Dark Red
  • Cloth 2 - Dark Purple
  • Metal 1 - Silver
  • Metal 2 - Golden/yellow

Notes on the types used - only trimesh can be inherited by horse phenotypes;

  • trimesh all nodes - belt, head, pelvis, shoulders
  • skinmesh elements - bicep,  chest, cloak, foot, forearm, hand, leg, neck, robe, shin

Phenotypes\Belt

Belts: 28 for 2 phenotypes per race (14 total 003 - 016)

  • All HD models are trimesh (although may need a simpler one for shadows)
  • belt063 - entirely missing even though in parts_belt.2da and has a valid base game model
  • By default all pallet files are pfh0/pmh0 based depending on gender, with all of them using the same normal map over both genders

belt001 "exists" but...

Unused Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes

pmh0_belt001.mdl

pmh2_belt001.mdl

pmd0_belt001.mdl

pme0_belt001.mdl

pmg0_belt001.mdl


Doesn't exist but references M_pmh0_belt001.mtrNone exist

N/ARemoveRemove

May be salvageable (although no doubt is a copy of another...to follow!) but would require retexturing since the texture is the original one (256x256 but awful quality) and no normal map.

Note the model line in parts_belt.2da is blanked out so may have just been started/included by accident. There is a belt001 and belt002 for Human, Male but these evidently look like test ones. 001 looks nothing like this.

Models are identicle save node names etc. even pmh2 which should be thicker/fat.

Model has 244 faces.


(Example) Model Filebitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackAny Missing Race Specific Files?FixesNotes

pfh0_belt003.mdl

pmh0_belt003.mdl

pfh0_belt003.plt

pmh0_belt003.plt

M_pmh0_belt003.mtrpmh0_belt003_N.dds

0.10 / 009Keep

Keep

No

pmh2_belt003 has a duplicate dummy node pmh2_belt003 listed in the MDL that should be cleaned up

Few orientations not set to 0 0 0 0 (angle primarily) - pfa0_belt003, pmh0_belt003, pmd0_belt003, pma0_belt003


004" "" "

0.02 / 006KeepKeepNo

pmh2_belt004.mdl has a duplicate dummy node pmh2_belt004 listed in the MDL that should be cleaned up

There's a few with orientations not set to 0 0 0 0 which may be odd (pmh0_belt004, pfa0_belt004, pma0_belt004, pmd0_belt004 specifically)


005


0.34 /KeepKeepNo

pmh2_belt005 again has duplicate dummy node defined.

Orientation ones pfa0_belt005, pmh0_belt005, pmd0_belt005, pma0_belt005


006


0.02 / 004KeepKeepNoSimilar as above, consistent issues.
007



0.03KeepKeepNo

008



0.42KeepKeepNo

009



0.12KeepKeepNo

010



0.50KeepKeepNo

011



0.02KeepKeepNo

012



0.36KeepKeepNo

013



0.10KeepKeepNo

014



0.00KeepKeepNo

015



0.00KeepKeepNo

016



0.00KeepKeepNo

063 - Missing?



0.90



This one is missing from the HD pack entirely

Phenotypes\Bicep

  • Note the dwarf and half-orc biceps which show skin have their own material file (M_pfh0_bicep063 for instance)
  • No other major issues seen

Phenotypes\Chest

  • Female chest003 MDLs (eg pfh2_chest003.mdl) has the bitmap set to pfh0_chest (not pfh0_chest003 which is valid) and material set to M_pfh0_chest (not M_pfh0_chest003 which is valid)
  • pfa0_chest054.mdl, pfa0_chest055.mdl, pfa0_chest056.mdl, pfa0_chest059.mdl and pfa0_chest061.mdl have duplicate meshes with a nuill bitmap on them, seems to be a copy/paste error if nothing else
  • pma0_chest060.mdl, pma2_chest060.mdl, pmd0_chest060.mdl, pmd2_chest060.mdl, pme2_chest060.mdl, pmh2_chest060.mdl all have the bitmap set incorrectly to "6054" which should presumably be pmh0_chest060

Phenotypes\Cloak

Lots of weird issues here even though they're the original game files. They only add normals.

  • The amount of cloak models and the use of cloakmodels.2da should be reverted back to how the original game did it.
    • This is notable that instead of 7 models you get 16, a huge increase in pain, when the models do appear to be the same across the "new" ones
      • In fact the models are the same as the base game ones just with the materialfile and renderhint fields added. Maybe originally they were going to do 16 individual cloaks since the source files all say 2008 from NWMax.
      • The normal files do look different and need checking out properly in game - presumably the models were duplicated but the normals altered to smooth or roughen some cloaks?
      • PLT files are different but the game can already load different PLT files based on the line in cloakmodel.2da
    • Needs double checking once some are done
    • Note: cloakmodel.2da line 1 and 2 (Plane, Arcane) have HIDESHOL set to 1, which is the only other 2da difference
  • Cloaks define a whole load of model parts that are render 0/shadow 0. Either they are part of the shadow model (so should be shadow 1) or need to be disabled (ie made into a dummy with no verts) or removed
    • The ones that are shadow 1 still have a "bitmap" field set
    • Many of these may be dummy nodes and should be changed to be such but this needs further testing
  • Many of the nodes are not explicitly set to render 1 (even though this is assumed) eg pfa0_cloak_001.mdl node "Cloak_skin".
  • Some skin nodes are not set to "Cloak_Skin" which is odd. Or possibly instead of "Cloak_skin" they should be named "pmh0_cloak_011g" instead based off the model name.

Some files unused by models are included:

Removed Model Filebitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes


m_pmh0_cloak_001.mtr

m_pmh0_cloak_002.mtr

m_pmh0_cloak_003.mtr

m_pmh0_cloak_004.mtr

m_pmh0_cloak005.mtr

m_pmh0_cloak_006.mtr

m_pmh0_cloak_007.mtr

m_pmh0_cloak_010.mtr

(Do not exist) but are named things like pmh0_cloak_001_N



Remove

Remove

Presuambly legacy files

The new models seem to be based off the "TEXTURE" column as their ID thus number 016 needs to be moved to slot 007.

The materials are slightly different for different cloaks which seems to be hardcoded limitation of the MTR system when it comes to cloaks - the MTR must be defined in the MDL.

Beamdog cloakmodel.2da Line / Name(Example) Model FileAction...bitmap/texture0Material FileMaterial Texture(s)PictureAssessment OverrideAssessment Future PackAny Missing Race Specific Files?FixesNotes
1 - Plainpmh0_cloak_001.mdlKept as is

cloak_001.plt

M_cloak_001.mtr

cloak_001_N.dds


Keep

Keep

No



3 - GreatCloakpmh0_cloak_002.mdlKept as is

cloak_002.plt

M_cloak_002.mtr

cloak_002_N.dds


Keep

Keep

No
Need to assess MTR
5 - Hoodedpmh0_cloak_003.mdlKept as is

cloak_003.plt

M_cloak_003.mtr

cloak_003_N.dds


Keep

Keep

No
Need to assess MTR
6 - Fancypmh0_cloak_004.mdlKept as is

cloak_004.plt

M_cloak_004.mtr

cloak_004_N.dds


Keep

Keep

No
Need to assess MTR
9 - Wizardpmh0_cloak_005.mdlKept as is

cloak_005.plt

M_cloak_005.mtr

cloak_005_N.dds


Keep

Keep

No
Need to assess MTR
11 - Blackgd_Cyricpmh0_cloak_006.mdlKept as is

cloak_006.plt

M_cloak_006.mtr

cloak_006_N.dds


Keep

Keep

No
Need to assess MTR
12 - Paladin_Helmpmh0_cloak_007.mdlReplace all with 014

cloak_007.plt

M_cloak_007.mtr

cloak_007_N.dds


RemoveRemoveNo

13 - Champion_Tormpmh0_cloak_008.mdlRemove; copy of 6

cloak_008.plt

M_cloak_008.mtr

cloak_008_N.dds


RemoveRemoveNo

14 - DragonKnightpmh0_cloak_009.mdlRemove; copy of 6

cloak_009.plt

M_cloak_009.mtr

cloak_009_N.dds


RemoveRemoveNo

2 - Arcanepmh0_cloak_010.mdlRemove; copy of 1

cloak_010.plt

M_cloak_010.mtr

cloak_010_N.dds


RemoveRemoveNo

7 - Elegantpmh0_cloak_011.mdlRemove; copy of 4

cloak_011.plt

M_cloak_011.mtr

cloak_011_N.dds


RemoveRemoveNo

8 - Elvanpmh0_cloak_012.mdlRemove; copy of 4

cloak_012.plt

M_cloak_012.mtr

cloak_012_N.dds


RemoveRemoveNo

4 - FineGreatClpmh0_cloak_013.mdlRemove; copy of 2

cloak_013.plt

M_cloak_013.mtr

cloak_013_N.dds


RemoveRemoveNo

10 - Jeweledpmh0_cloak_014.mdlRename pmh0_cloak_007.mdl / cloak_007 / m_cloak_007.mtr / cloak_007_n.dds

cloak_014.plt

M_cloak_014.mtr

cloak_014_N.dds


Alter and keepAlter and keepNoRename to pmh0_cloak_007 and equivalent for textures.
15 - ManyStarredpmh0_cloak_015.mdlRemove; copy of 5

cloak_015.plt

M_cloak_015.mtr

cloak_015_N.dds


RemoveRemoveNo

16 - PlainWizardpmh0_cloak_016.mdlRemove; copy of 5

cloak_016.plt

M_cloak_016.mtr

cloak_016_N.dds


RemoveRemoveNo

Phenotypes\Foot

  • Material names are not set correcly for many of the files;
    • pfd0_footl003.mdl, pfd0_footl004.mdl, pfd0_footl006.mdl, pfd0_footl007.mdl, pfd0_footl008.mdl, pfd0_footl009.mdl, pfd0_footl010.mdl, pfd0_footl011.mdl, pfd0_footl012.mdl, pfd0_footl014.mdl, pfd0_footr003.mdl, pfd0_footr004.mdl, pfd0_footr006.mdl, pfd0_footr007.mdl, pfd0_footr008.mdl, pfd0_footr009.mdl, pfd0_footr010.mdl, pfd0_footr011.mdl, pfd0_footr012.mdl, pfd0_footr016.mdl, pfd2_footl003.mdl, pfd2_footl004.mdl, pfd2_footl006.mdl, pfd2_footl007.mdl, pfd2_footl008.mdl, pfd2_footl009.mdl, pfd2_footl010.mdl, pfd2_footl011.mdl, pfd2_footl012.mdl, pfd2_footl014.mdl, pfd2_footr003.mdl, pfd2_footr004.mdl, pfd2_footr006.mdl, pfd2_footr007.mdl, pfd2_footr008.mdl, pfd2_footr009.mdl, pfd2_footr010.mdl, pfd2_footr011.mdl, pfd2_footr012.mdl, pfd2_footr016.mdl, pfo0_footl003.mdl, pfo0_footl004.mdl, pfo0_footl006.mdl, pfo0_footl007.mdl, pfo0_footl008.mdl, pfo0_footl009.mdl, pfo0_footl010.mdl, pfo0_footl011.mdl, pfo0_footl012.mdl, pfo0_footl014.mdl, pfo0_footr003.mdl, pfo0_footr004.mdl, pfo0_footr006.mdl, pfo0_footr007.mdl, pfo0_footr008.mdl, pfo0_footr009.mdl, pfo0_footr010.mdl, pfo0_footr011.mdl, pfo0_footr012.mdl, pfo0_footr016.mdl, pfo2_footl003.mdl, pfo2_footl004.mdl, pfo2_footl006.mdl, pfo2_footl007.mdl, pfo2_footl008.mdl, pfo2_footl009.mdl, pfo2_footl010.mdl, pfo2_footl011.mdl, pfo2_footl012.mdl, pfo2_footl014.mdl, pfo2_footr003.mdl, pfo2_footr004.mdl, pfo2_footr006.mdl, pfo2_footr007.mdl, pfo2_footr008.mdl, pfo2_footr009.mdl, pfo2_footr010.mdl, pfo2_footr011.mdl, pfo2_footr012.mdl, pfo2_footr016.mdl, pme2_footl003.mdl, pme2_footl004.mdl, pme2_footl006.mdl, pme2_footl007.mdl, pme2_footl008.mdl, pme2_footl009.mdl, pme2_footl010.mdl, pme2_footl011.mdl, pme2_footl012.mdl, pme2_footl014.mdl, pme2_footr003.mdl, pme2_footr004.mdl, pme2_footr006.mdl, pme2_footr007.mdl, pme2_footr008.mdl, pme2_footr009.mdl, pme2_footr010.mdl, pme2_footr011.mdl, pme2_footr012.mdl, pme2_footr016.mdl
    • These need some careful checks for the right material files
  • pmh0_footr002.mdl / pmh2_footr002.mdl and left variants can be removed or replaced, is a copy of foot001 and some of the files are leftover and low quality (test  files?) such as pfh0_footl002.plt and pfh0_footr002.plt
    • The files are identical to 001 textures are 1:1 match
    • It might be worth including these variants (simply copies of foot001 from what I can tell!) just so it does HD upgrade foot002 (unused, except possibly by content creators who can select it for an NPC for whatever reason). 002 is the "tattoo foot" but it's not got a tattoo on it and PCs can't choose it at chargen.

Phenotypes\Forearm

These look fine at an initial check.

Phenotypes\Hand

  • Remove from override pack: Additional armor hand models (10-14)
    • These appear to be mostly duplicates of existing ones but with more combinations of leather/metal on them, only hand 010 seems new
    • Can be part of a full "new HD stuff" but clashes with CEP etc. and no real use in an override only pack
    • Move to Builders Additional along with 2da file and no bugfixes
Removed Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackBugsNotes

pfh0_handl010.mdl

pmh0_handl010.mdl

pfh0_handr010.mdl

pmh0_handr010.mdl

(plus variants for other races/phenotypes)

pfh0_handl010.plt

pfm0_handl010.plt

pfh0_handr010.plt

pfm0_handr010.plt

m_pmh0_hand010.mtrpmh0_hand010_n.dds


0.00Remove and put in builders packProbably add back inNone

Only new one - at least the only one with a unique normal file

011

012

013

014

" "None - these models reuse existing MTR filesn/a

0.00

0.00

0.07

0.07

Remove and put in builders packProbably add back in

These models all refernece marterial "pmh0_hand004" which is wrong (should be "m_pmh0_hand004")

pma0_handl014.mdl, pma2_handl014.mdl, pmd0_handl014.mdl, pmd2_handl014.mdl, pme0_handl014.mdl, pme2_handl014.mdl, pmg0_handl014.mdl, pmg2_handl014.mdl, pmh0_handl014.mdl, pmh2_handl014.mdl, pmo0_handl014.mdl, pmo2_handl014.mdl

Some female models reference the male bitmaps oddly; even though in the below examples pfh0_handl/r values exist. Of course not sure if the bitmap field is even used but it should be made consistent at least.

pfa0_handl010.mdl, pfa0_handl011.mdl, pfa0_handl012.mdl, pfa0_handr010.mdl, pfa0_handr011.mdl, pfa0_handr012.mdl, pfa2_handl010.mdl, pfa2_handl011.mdl, pfa2_handl012.mdl, pfa2_handr010.mdl, pfa2_handr011.mdl, pfa2_handr012.mdl, pfd0_handl010.mdl, pfd0_handl011.mdl, pfd0_handl012.mdl, pfd0_handr010.mdl, pfd0_handr011.mdl, pfd0_handr012.mdl, pfd2_handl010.mdl, pfd2_handl011.mdl, pfd2_handl012.mdl, pfd2_handr010.mdl, pfd2_handr011.mdl, pfd2_handr012.mdl, pfe0_handl010.mdl, pfe0_handl011.mdl, pfe0_handl012.mdl, pfe0_handr010.mdl, pfe0_handr011.mdl, pfe0_handr012.mdl, pfe2_handl010.mdl, pfe2_handl011.mdl, pfe2_handl012.mdl, pfe2_handr010.mdl, pfe2_handr011.mdl, pfe2_handr012.mdl, pfg0_handl010.mdl, pfg0_handl011.mdl, pfg0_handl012.mdl, pfg0_handr010.mdl, pfg0_handr011.mdl, pfg0_handr012.mdl, pfg2_handl010.mdl, pfg2_handl011.mdl, pfg2_handl012.mdl, pfg2_handr010.mdl, pfg2_handr011.mdl, pfg2_handr012.mdl, pfh0_handl010.mdl, pfh0_handl011.mdl, pfh0_handl012.mdl, pfh0_handr010.mdl, pfh0_handr011.mdl, pfh0_handr012.mdl, pfh2_handl010.mdl, pfh2_handl011.mdl, pfh2_handl012.mdl, pfh2_handr010.mdl, pfh2_handr011.mdl, pfh2_handr012.mdl, pfo0_handl010.mdl, pfo0_handl011.mdl, pfo0_handl012.mdl, pfo0_handr010.mdl, pfo0_handr011.mdl, pfo0_handr012.mdl, pfo2_handl010.mdl, pfo2_handl011.mdl, pfo2_handl012.mdl, pfo2_handr010.mdl, pfo2_handr011.mdl, pfo2_handr012.mdl

These reuse normals (and therefore models/PLT designs):

011 → 001 (arms)

012 → 010 (yes a recolour of the new 010 model)

013 → 003

014 → 004


  • A lot of models here look copy/pasted not resized for fat variants, or even copy/pasted from the base human one - not a terrible thing but the nodenames get confusing for sure

Phenotypes\Head

  • Remove all the "extra" heads included since it's an override pack
Unused Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes
pmh0_head035.mdlpmh0_head035.pltM_pmh0_head035 (missing)(missing)

N/ARemoveRemove. No point in using since head 021 is much better.

Looks to be from testing since this is basically head 142 (an NPC only head) but missing the right material texture files.

Notably since this is identical to head 142, which is actually a copy of head 021 (but with a different texture) it's interestingly an entirely different model and looks a bit different in the art department, likely from an earlier pass or earlier version of replacement models. In my opinion not really worth adding.

Head 021 for comparison:

pmh0_head036.mdlpmh0_head036.pltM_pmh0_head036 (missing)(missing)

N/ARemoveMay replace with head 143 which is identical but has fixed material files.

Looks to be from testing since this is basically head 142 (an NPC only head) but missing the right material texture files.

Not useful in an override pack since it should only override content not add new things. May be useful in a new HD content pack to include (but use 143 which has all the texture files).

pmh0_head037.mdlpmh0_head037.pltM_pmh0_head037 (missing)(missing)

N/ARemoveMay replace with head 144 which is identical but has fixed material files.

Looks to be from testing since this is basically head 143 (an NPC only head) but missing the right material texture files.

Not useful in an override pack since it should only override content not add new things. May be useful in a new HD content pack to include (but use 143 which has all the texture files).

pmh0_head038.mdlpmh0_head038.pltM_pmh0_head038 (missing)(missing)

N/ARemoveRemove. No point in using since head 016 is much better.

Broken, possibly test model, no equivalent in the game. Texture messed up.

Possibly an early version of head 016 which is what this would be equivalent too if it is meant to replace head 155

Human, Male

Some fixes to do:

  • Has all the helmets - 050 through to 084 - bit of a waste but the base game does have these too. These are helmet duplicates and do contain the same information but we could save having the PLT files repeated if we just point the bitmap reference to the helmet it is meant to be. Additionally the redundant material file can also be pointed this way.
  • Low priority: Can redo some of the "not included" NPC heads with the equivalent ones in the PC ones. Reason not to prioritise is where are these heads even used? However 3 are easy fixes at least.
    • pmh0_head140 → Equivalent is 019
    • pmh0_head141 → Equivalent is 020
    • pmh0_head142 → Equivalent is 021 - however head 142 HAS got a new model it's just not quite as good as 021.
    • pmh0_head151 → Equivalent model is 016. However it is meant to have a more "aged" texture (wrinkles, stubble)
  • pfh0_head001.mdl has an identical trimesh copies as the "shadow0" node, with render 0/shadow 1 - except the main head already has shadow 1
  • pfh0_head025.mdl - node name is pfh0_hair25 has not got ambient set (should be 1 1 1)
  • pmh0_head066.mdl - has an additional node pmh0_head001g which needs double checking, if it works fine it does need to have the ambient set to 1 1 1.
    • This is a helm so may need the fix in the helmet model and then ported to this head

Human, Female

  • Low priority: Can redo some of the "not included" NPC heads with the equivalent ones in the PC ones. Reason not to prioritise is where are these heads even used? 
    • pfh0_head140 → potentially head 013 but 013 has not got black eyes. Was ripped from the vampire obviously.
    • pfh0_head141 → Is head 014 (has horns)
    • pfh0_head143 → Looks to be head 015 but quite a bit different
    • pfh0_head155 → doesn't even exist as pfh2, this model is a more beat up version of an existing one but not sure which looking at the HD models. Need to check with the original models. Probably not worth replacing TBH.


Gnome, Male

  • pmg0_head009.mdl through pmg0_head013.mdl are for some reason set to skinmesh, but also include a load of unnecessary node information, not sure what's up with that. Needs cleaning up significantly. Is one reason these don't cast shadows.

Phenotypes\Leg

  • Initial pass looks fine but there may be some models a bit "off" even though they should be copy/paste jobs of others (pegleg and non-pegleg normal legs for instance).

Phenotypes\Neck

  • Remove:  Additional neck model (7, 99) but looks like they're copies of 001 (no armor) - and in many cases don't even include the PLT file. Since these are "new" they can likely be removed (39 items for file neck007 and 39 files again for neck099).
    • 2da file can also be removed then, since it is adding nothing and only buggy
    • These may have been included since there are versions of these files in the base game but the new HD ones are identical and require a (unnecesary) 2da change
Unused Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes



















  • Some are super high face count (2K+! for one neck!)
  • pfa0_neck001.mdl, pfa0_neck003.mdl, pfh0_neck001.mdl, pfh0_neck002.mdl, pfh0_neck003.mdl, pfh0_neck004.mdl, pfh0_neck005.mdl, pfh0_neck006.mdl, pfh0_neck007.mdl, pfh0_neck063.mdl, pfh0_neck099.mdl do not explicitly say render 1 / shadow 1 (although since they're skinmesh they won't render shadows anyway)
  • ambient 0 0 0 - pfa0_neck001.mdl, pfa0_neck003.mdl, pfh0_neck001.mdl, pfh0_neck002.mdl, pfh0_neck003.mdl, pfh0_neck004.mdl, pfh0_neck005.mdl, pfh0_neck006.mdl, pfh0_neck007.mdl, pfh0_neck063.mdl, pfh0_neck099.mdl all have ambient set to 0 0 0 - should be 1 1 1
  • Need to double check all the MTR files are present and valid, odd cases of some phenotype 2 models getting a dedicated MTR for it.
  • pfh2_neck001.mdl misses renterhint and materialname
  • pme0_neck006.mdl, pme2_neck006.mdl, pmg0_neck003.mdl, pmg0_neck006.mdl, pmg2_neck003.mdl, pmg2_neck006.mdl, pmh0_neck003.mdl, pmh0_neck006.mdl, pmh2_neck003.mdl, pmh2_neck006.mdl are missing the material file refrence

Phenotypes\Pelvis

  • Trimesh so no need to duplicate for horses
  • Some of the male pelvis models reference female material files, while some female ones reference male ones...? pelvis001 seems particuarly affected. Check the files in the MTR and see if they're identical and then swap to the correct version

Phenotypes\Robe


Unused Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes

pmh0_robe001.plt





Random PLT file
pfh0_robe002.mdl

pfh0_robe002.plt

pmh0_robe002.plt







Old robe

pmh0_rcloth01.pltM_pmh0_rcloth01.mtrpmh0_rcloth01_N.dds



Looks to be a test file for one of the robes, which are more akin to pelvis pieces.
  • pmh0_robe003.mdl, pmh0_robe004.mdl pmh0_robe005.mdl, pmh0_robe020.mdl, pmh0_robe021.mdl, pmh0_robe030.mdl, pmh0_robe031.mdl appears to have a lot of trimesh for maybe shadows, or for dummy nodes, but there are countless issues with the nodes (they're all invisible, no shadows, some are shadows, some reference node names, bitmaps are improperly set, etc.). Needs checking out. Possibly shadow or testing leftovers.
  • pfa2_robe038.mdl has not got a correct materialname and renderhint for skin nodes 1 and 2 (named oddly pfa2_robe038t and pfa2_robe038p?)
  • pfe0_robe038.mdl, pfe2_robe038.mdl, pmh0_robe003.mdl, pmh0_robe004.mdl, pmh0_robe005.mdl, pmh0_robe006.mdl, pmh0_robe020.mdl, pmh0_robe021.mdl, pmh0_robe030.mdl, pmh0_robe031.mdl, pmh0_robe032.mdl, pmh0_robe033.mdl, pmh0_robe038.mdl, pmh2_robe021.mdl, pmo0_robe021.mdl, pmo0_robe038.mdl, pmo2_robe021.mdl - There are a LOT of random ambient/diffiuse values used. Even on non-visible nodes or shadow nodes these should be reset to 1.0 for everything for consistency.
  • render and shadow values are almost never set on the skinmesh nodes
  • pfa2_robe038.mdl, pfg0_robe030.mdl, pfg0_robe031.mdl, pfg0_robe032.mdl, pfg0_robe033.mdl, pfo0_robe020.mdl, pma0_robe003.mdl, pma0_robe038.mdl, pma2_robe038.mdl, pme2_robe030.mdl, pme2_robe038.mdl, pmg0_robe030.mdl, pmg0_robe031.mdl, pmg0_robe032.mdl, pmg0_robe033.mdl, pmg0_robe038.mdl, pmh2_robe006.mdl, pmh2_robe020.mdl, pmo0_robe038.mdl, pmo2_robe003.mdl, pmo2_robe038.mdl have got invalid material references (and no specular hints enabled) for some skins, not sure if the normal files for them support it but it seems odd why they wouldn't.
  • Basically all of them need a check over (big grin)

Phenotypes\Shin

  • As noted above replace M_LegTest references with M_pmh0_Legs00
  • pfa0_shinl003.mdl bitmap references pmh0_shinl003 insterad of pfh0_shinl003

Phenotypes\Shoulder

  • We have some 000 and 001 files included for some reason. Likely testing. The 000 should never really be used (and are set to render 0 anyway!) and 001 is blanked in the 2da file (and again is render 0 on the only node). Bitmaps are also set to NULL. When checked if render 1 is set seems identical to shol003 model.
Unused Model Filesbitmap/texture0Material FileMaterial Texture(s)PictureACBONUSAssessment OverrideAssessment Future PackNotes

pfh0_shol000.mdl plus 5 others

pfh0_shor000.mdl plus 5 others

pfh2_shol000.mdl plus 5 others

pfh2_shor000.mdl plus 5 others

None



RemoveRemove000 models should not be used since 000 is "empty/blank" for that armor part. Same models as pfh0_shol003.mdl so presumably just from testing/mistakenly included.

pmh0_shol001.mdl plus 11 others

pmh0_shor001.mdl plus 11 others

pmh2_shol001.mdl plus 11 others

pmh2_shol001.mdl plus 11 others

pfh0_shol001.plt

pfh0_shol001.plt

pfh0_shor001.plt

pmh0_shor001.plt





RemoveRemoveNot used in parts_shoulders.2da and looks unfinished/low poly (original game model?)

pmh0_shol002.mdl plus 6 others

pmh0_shor002.mdl plus 6 others

pmh2_shol002.mdl plus 6 others

pmh2_shor002.mdl plus 6 others

pmh0_shol002.plt

pfh0_shol002.plt

pmh0_shor002.plt

pfh0_shor002.plt





RemoveRemoveNot used in parts_shoulders.2da and notably contains very few variants. Also low poly (original game model?)


M_pmh0_sho019.mtrpmh0_sho019_N.dds



Spelling mistake "sho" instead of "shol" or similar. Already a M_pmh0_shol019" and associated normal.



pmh0_sho007_N.dds



Spelling mistake, again "sho" instead of "shol" or similar. Already a pmh0_shol007_n.dds
  • These are Trimesh. Still not sure why some are skinsmesh and some are trimesh.
  • Valid shoulders: 003 through 009 (7 files per phenotype/race)
  • Lots are set to "tile" classification
    • pfd0_shol003.mdl, pfd0_shol004.mdl, pfd0_shol005.mdl, pfd0_shol006.mdl, pfd0_shol007.mdl, pfd0_shol008.mdl, pfd0_shol009.mdl, pfd0_shol010.mdl, pfd0_shol011.mdl, pfd0_shol012.mdl, pfd0_shol013.mdl, pfd0_shol014.mdl, pfd0_shol015.mdl, pfd0_shol016.mdl, pfd0_shol017.mdl, pfd0_shol018.mdl, pfd0_shol019.mdl, pfd0_shol020.mdl, pfd0_shol021.mdl, pfd0_shol022.mdl, pfd0_shol023.mdl, pfd0_shol024.mdl, pfd0_shol025.mdl, pfd0_shol186.mdl, pfd0_shor003.mdl, pfd0_shor004.mdl, pfd0_shor005.mdl, pfd0_shor006.mdl, pfd0_shor007.mdl, pfd0_shor008.mdl, pfd0_shor009.mdl, pfd0_shor010.mdl, pfd0_shor011.mdl, pfd0_shor012.mdl, pfd0_shor013.mdl, pfd0_shor014.mdl, pfd0_shor015.mdl, pfd0_shor016.mdl, pfd0_shor017.mdl, pfd0_shor018.mdl, pfd0_shor019.mdl, pfd0_shor020.mdl, pfd0_shor021.mdl, pfd0_shor022.mdl, pfd0_shor023.mdl, pfd0_shor024.mdl, pfd0_shor025.mdl, pfd0_shor186.mdl, pfd2_shol003.mdl, pfd2_shol004.mdl, pfd2_shol005.mdl, pfd2_shol006.mdl, pfd2_shol007.mdl, pfd2_shol008.mdl, pfd2_shol009.mdl, pfd2_shol010.mdl, pfd2_shol011.mdl, pfd2_shol012.mdl, pfd2_shol013.mdl, pfd2_shol014.mdl, pfd2_shol015.mdl, pfd2_shol016.mdl, pfd2_shol017.mdl, pfd2_shol018.mdl, pfd2_shol019.mdl, pfd2_shol020.mdl, pfd2_shol021.mdl, pfd2_shol022.mdl, pfd2_shol023.mdl, pfd2_shol024.mdl, pfd2_shol025.mdl, pfd2_shol186.mdl, pfd2_shor003.mdl, pfd2_shor004.mdl, pfd2_shor005.mdl, pfd2_shor006.mdl, pfd2_shor007.mdl, pfd2_shor008.mdl, pfd2_shor009.mdl, pfd2_shor010.mdl, pfd2_shor011.mdl, pfd2_shor012.mdl, pfd2_shor013.mdl, pfd2_shor014.mdl, pfd2_shor015.mdl, pfd2_shor016.mdl, pfd2_shor017.mdl, pfd2_shor018.mdl, pfd2_shor019.mdl, pfd2_shor020.mdl, pfd2_shor021.mdl, pfd2_shor022.mdl, pfd2_shor023.mdl, pfd2_shor024.mdl, pfd2_shor025.mdl, pfd2_shor186.mdl, pfe2_shol003.mdl, pfe2_shol004.mdl, pfe2_shol005.mdl, pfe2_shol006.mdl, pfe2_shol007.mdl, pfe2_shol008.mdl, pfe2_shol009.mdl, pfe2_shol010.mdl, pfe2_shol011.mdl, pfe2_shol012.mdl, pfe2_shol013.mdl, pfe2_shol014.mdl, pfe2_shol015.mdl, pfe2_shol016.mdl, pfe2_shol017.mdl, pfe2_shol018.mdl, pfe2_shol019.mdl, pfe2_shol020.mdl, pfe2_shol021.mdl, pfe2_shol022.mdl, pfe2_shol023.mdl, pfe2_shol024.mdl, pfe2_shol025.mdl, pfe2_shol186.mdl, pfe2_shor003.mdl, pfe2_shor004.mdl, pfe2_shor005.mdl, pfe2_shor006.mdl, pfe2_shor007.mdl, pfe2_shor008.mdl, pfe2_shor009.mdl, pfe2_shor010.mdl, pfe2_shor011.mdl, pfe2_shor012.mdl, pfe2_shor013.mdl, pfe2_shor014.mdl, pfe2_shor015.mdl, pfe2_shor016.mdl, pfe2_shor017.mdl, pfe2_shor018.mdl, pfe2_shor019.mdl, pfe2_shor020.mdl, pfe2_shor021.mdl, pfe2_shor022.mdl, pfe2_shor023.mdl, pfe2_shor024.mdl, pfe2_shor025.mdl, pfe2_shor186.mdl, pfg2_shol003.mdl, pfg2_shol004.mdl, pfg2_shol005.mdl, pfg2_shol006.mdl, pfg2_shol007.mdl, pfg2_shol008.mdl, pfg2_shol009.mdl, pfg2_shol010.mdl, pfg2_shol011.mdl, pfg2_shol012.mdl, pfg2_shol013.mdl, pfg2_shol014.mdl, pfg2_shol015.mdl, pfg2_shol016.mdl, pfg2_shol017.mdl, pfg2_shol018.mdl, pfg2_shol019.mdl, pfg2_shol020.mdl, pfg2_shol021.mdl, pfg2_shol022.mdl, pfg2_shol023.mdl, pfg2_shol024.mdl, pfg2_shol025.mdl, pfg2_shol186.mdl, pfg2_shor003.mdl, pfg2_shor004.mdl, pfg2_shor005.mdl, pfg2_shor006.mdl, pfg2_shor007.mdl, pfg2_shor008.mdl, pfg2_shor009.mdl, pfg2_shor010.mdl, pfg2_shor011.mdl, pfg2_shor012.mdl, pfg2_shor013.mdl, pfg2_shor014.mdl, pfg2_shor015.mdl, pfg2_shor016.mdl, pfg2_shor017.mdl, pfg2_shor018.mdl, pfg2_shor019.mdl, pfg2_shor020.mdl, pfg2_shor021.mdl, pfg2_shor022.mdl, pfg2_shor023.mdl, pfg2_shor024.mdl, pfg2_shor025.mdl, pfg2_shor186.mdl, pfh0_shol003.mdl, pfh0_shol004.mdl, pfh0_shol005.mdl, pfh0_shol006.mdl, pfh0_shol007.mdl, pfh0_shol009.mdl, pfh0_shol010.mdl, pfh0_shol011.mdl, pfh0_shol012.mdl, pfh0_shol013.mdl, pfh0_shol014.mdl, pfh0_shol015.mdl, pfh0_shol016.mdl, pfh0_shol017.mdl, pfh0_shol018.mdl, pfh0_shol019.mdl, pfh0_shol020.mdl, pfh0_shol021.mdl, pfh0_shol022.mdl, pfh0_shol023.mdl, pfh0_shol025.mdl, pfh0_shol186.mdl, pfh0_shor005.mdl, pfo0_shol003.mdl, pfo0_shol004.mdl, pfo0_shol005.mdl, pfo0_shol006.mdl, pfo0_shol007.mdl, pfo0_shol008.mdl, pfo0_shol009.mdl, pfo0_shol010.mdl, pfo0_shol011.mdl, pfo0_shol012.mdl, pfo0_shol013.mdl, pfo0_shol014.mdl, pfo0_shol015.mdl, pfo0_shol016.mdl, pfo0_shol017.mdl, pfo0_shol018.mdl, pfo0_shol019.mdl, pfo0_shol020.mdl, pfo0_shol021.mdl, pfo0_shol022.mdl, pfo0_shol023.mdl, pfo0_shol024.mdl, pfo0_shol025.mdl, pfo0_shol186.mdl, pfo0_shor003.mdl, pfo0_shor004.mdl, pfo0_shor005.mdl, pfo0_shor006.mdl, pfo0_shor007.mdl, pfo0_shor008.mdl, pfo0_shor009.mdl, pfo0_shor010.mdl, pfo0_shor011.mdl, pfo0_shor012.mdl, pfo0_shor013.mdl, pfo0_shor014.mdl, pfo0_shor015.mdl, pfo0_shor016.mdl, pfo0_shor017.mdl, pfo0_shor018.mdl, pfo0_shor019.mdl, pfo0_shor020.mdl, pfo0_shor021.mdl, pfo0_shor022.mdl, pfo0_shor023.mdl, pfo0_shor024.mdl, pfo0_shor025.mdl, pfo0_shor186.mdl, pfo2_shol003.mdl, pfo2_shol004.mdl, pfo2_shol005.mdl, pfo2_shol006.mdl, pfo2_shol007.mdl, pfo2_shol008.mdl, pfo2_shol009.mdl, pfo2_shol010.mdl, pfo2_shol011.mdl, pfo2_shol012.mdl, pfo2_shol013.mdl, pfo2_shol014.mdl, pfo2_shol015.mdl, pfo2_shol016.mdl, pfo2_shol017.mdl, pfo2_shol018.mdl, pfo2_shol019.mdl, pfo2_shol020.mdl, pfo2_shol021.mdl, pfo2_shol022.mdl, pfo2_shol023.mdl, pfo2_shol024.mdl, pfo2_shol025.mdl, pfo2_shol186.mdl, pfo2_shor003.mdl, pfo2_shor004.mdl, pfo2_shor005.mdl, pfo2_shor006.mdl, pfo2_shor007.mdl, pfo2_shor008.mdl, pfo2_shor009.mdl, pfo2_shor010.mdl, pfo2_shor011.mdl, pfo2_shor012.mdl, pfo2_shor013.mdl, pfo2_shor014.mdl, pfo2_shor015.mdl, pfo2_shor016.mdl, pfo2_shor017.mdl, pfo2_shor018.mdl, pfo2_shor019.mdl, pfo2_shor020.mdl, pfo2_shor021.mdl, pfo2_shor022.mdl, pfo2_shor023.mdl, pfo2_shor024.mdl, pfo2_shor025.mdl, pfo2_shor186.mdl, 
  • Otherwise at a brief check all looks fine

Phenotypes\Shin

  • Any material M_LegTest needs changing to the correct M_pmh0_legs00
  • Otherwise looks reasonably ok.


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