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Console CommandParametersDescription and Notes
compileloadedmodels

Compiles all loaded models, including binary

compileloadedasciimodels

Compiles all loaded models, only ASCII.

compilemodel <name>
<name> is a resref name, eg; "mymodel" for "mymodel.mdl"Specific model, will load and unload it for you even if it is not currently loaded
Command Line ParameterParametersDescription and Notes
nwmain.exe compilemodel <name>
<name> is a resref name, eg; "mymodel" for "mymodel.mdl"

Same as the above console command; will compile the model and exit the game immediately

Have the model file somewhere the game can find it - eg the override folder

Command Line Script

On Windows save this as a .cmd file inside your Documents\Neverwinter Nights\ folder, then put the files to compile in Documents\Neverwinter Nights\development

It's set for the Steam version but alter the path as needed. REM uncomments a line.

Expand


Code Block
::---###############-############-#########-######-###
@echo off
setlocal enabledelayedexpansion
::---###############-############-#########-######-###

call :void_main >"%~n0.log" 2>&1

                goto :end
::---###############-############-#########-######-###

:void_main

rem set "CWD=C:\Users\[user]\Beamdog Library\00785\bin\win32\"
set "CWD=C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\bin\win32\"

for %%F in ("development\*.mdl") do (
    START "" /D "%CWD%" /WAIT /MIN /HIGH nwmain.exe compilemodel "%%~nF"
)

               goto :eof
::---###############-############-#########-######-###

:end


Blender

Has a newer set of plugins in the form of Neverblender which support newer NWN:EE model things, and can export models using normals if you have two different skinmeshes in one model.

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