This document is intended for users familiar with Blender. It provides information about how to set up scenes and objects in order for NeverBlender to correctly export the model.

BLENDER 2.7





Placeables


Structure

In order for the exporter to know which objects in a scene belong to an MDL, they need to be parented to an Empty. All children of this Empty (the Aurora Base) are considered part of a single MDL. This Aurora Base also holds animation data and other meta data. Multiple Aurora Bases may exist in a single scene - the Exporter will export the currently active one. The Aurora Base must have the same name as the file it is to be exported to.

Walkmeshes are added by creating another Empty as child of the Aurora Base.This Empty needs to be given the type "PWK Root" in the Aurora Dummy property panel which can be accessed through an objects properties. All objects that are to be exported to the walkmesh file (pwk file in the case of placeables) have to be a child of this Empty - The PWK Base.


Meta Objects

Certain (optional) meta objects can be added to the model. They either serve as walkmesh, preventing movement through the placeable or indicate a special location to the engine. Should these special object be missing, the engine will use (0.0, 0.0, 0.0) as location instead, i.e. the location of the placeable in-game.

Depending on the type they have to named and placed at different positions in the model (and thus files). Instead of adding these objects by hand, NeverBlender offers a tool to do that automatically does that. This Node Setup Helper is located under object properties - it will also take care of creating the PWK Base.


Name (Suffix)TypeParentDescription
*groundEmptyAurora BaseGround location for spell effects.
*handEmptyAurora BaseHand location for spell effects.
*headEmptyAurora BaseHead location for spell effects.
*head_hitEmptyAurora BaseHead lHit location for spell effects.
*impactEmptyAurora BaseMain target for spell effects.
*wgMeshPWK Base(Walk)mesh blocking the movement through the placeable.
*pwk_use01EmptyPWK BaseIf a placeables is usable, character will try to move to one of these points before using it.
*pwk_use02EmptyPWK Base

Animations

This is a list of available animations for placeables.

NameDescription
defaultThe default state of the placeable.
damagePlayed when hit by a spell of physical attack.
deadPlayed when after the placeable was destroyed.
dieTransition to dead state.
openPlayed when a container is open.
closePlayed when a container is closed.
open2closeTransition from open to closed state.
close2openTransition from closed to open state.
onPlayed when a placeable is activated.
offPlayed when a placeable is deactivated.
on2offTransition from on to off state.
off2onTransition from off to on state.

Doors


Structure

In order for the exporter to know which objects in a scene belong to an MDL, they need to be parented to an Empty. All children of this Empty (the Aurora Base) are considered part of a single MDL. This Aurora Base also holds animation data and other meta data. Multiple Aurora Bases may exist in a single scene - the Exporter will export the currently active one. The Aurora Base must have the same name as the file it is to be exported to.

Walkmeshes are added by creating another Empty as child of the Aurora Base.This Empty needs to be given the type "DWK Root" in the Aurora Dummy property panel which can be accessed through an objects properties. All objects that are to be exported to the walkmesh file (dwk file in the case of doors) have to be a child of this Empty - The DWK Base.

Meta Objects

Certain (optional) meta objects can be added to the model. They either serve as walkmesh, preventing movement through the door or indicate a special location to the engine. Should these special object be missing, the engine will use (0.0, 0.0, 0.0) as location instead, i.e. the location of the door in-game.

Depending on the type they have to named and placed at different positions in the model (and thus files). Instead of adding these objects by hand, NeverBlender offers a tool to do that automatically does that. This Node Setup Helper is located under object properties - it will also take care of creating the DWK Base.


Name (Suffix)TypeParentDescription
*grndEmptyAurora Base
*handEmptyAurora Base
*headEmptyAurora Base
*head_hitEmptyAurora Base
*impcEmptyAurora Base
*_dwk_wg_closedMeshDWK BaseClosed state (Walk)mesh. Blocks the movement through the door while closed.
*_dwk_wg_open1MeshDWK BaseOpen1 state (Walk)mesh. Blocks the movement through the door while open.
*_dwk_wg_open2MeshDWK BaseOpen2 state (Walk)mesh. Blocks the movement through the door while open.
*_dwk_dp_closed_01EmtpyDWK BaseUse Node for the closed state. Characters will move to the closest node before opening.
*_dwk_dp_closed_02EmtpyDWK Base
*_dwk_dp_open1_01EmtpyDWK BaseUse Node for the open1 state. Characters will move to the closest node before opening.
*_dwk_dp_open1_02EmtpyDWK Base
*_dwk_dp_open2_01EmtpyDWK BaseUse Node for the open2 state. Characters will move to the closest node before opening.
*_dwk_dp_open2_01EmtpyDWK Base

Animations

This is a list of available animations for doors.

NameDescription
damagePlayed when hit by a spell of physical attack.
diePlayed when after the door was destroyed.
deadTransition to dead state.
transHighlights the door when the cursor is hovering over it.
closedPlayed when the door is closed.
opened1Played when the door is opened
opening1Transition from closed to opened1 state
closing1Transition from opened1 to closed state
opened2Played when the door is opened
opening2Transition from closed to opened2 state
closing2Transition from opened2 to closed state

Tiles




Animations

This is a list of available animations for tiles

NameDescription
tiledefaultDefault state of tile.
animloop01Played when animation loop 1 is enabled in the toolset.
animloop02Played when animation loop 2 is enabled in the toolset.
dayPlayed during day time.
nightPlayed during night time.
day2nightDay to night transition.
night2dayNight to day transition.

Creatures