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Special dummy nodes (Emtpies in Blender) are used to indicate special location to the engine. Some of them need to set directly in the model file (mdl file), other in the walkmeshe file walkmesh files (dwk and pwk files).

Placeable Model

The naming convention for these dummy is cropping or pwk). The naming conventions need to be followed in order for them to be recognized by the game. These naming conventions differ depending on the model type (doors, placeables, creatures) and whether they belong to the model file itself or the corresponding walkmesh file.

Table of Contents
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Placeable Model

The dummies in the placeable models are mostly for spell targeting purposes and VFX location. They are all optional, if not present the center (=location) of the placeable is used.

Warning
titleNaming Convention

Crop the first four characters of the model name and

adding

append the appropriate suffix.

Suffixes

The table below contains a list of valid suffixes.

They are all optional, if not present the center (=location) of the placeable is used

These suffixes differ from the ones used in door models.

NameSuffixPurpose
Impact_impactImpact location for spells and  missile attacks.
Head_headLocation for spell effects, e.g. beams and VFX bubbles from the Protection from Alignment spell
Head Hit_head_hit?
Hand_handSpell casting origin.
Ground_groundLocation for certain spell effect, e.g. raising particles from Protection from the Elements spell.

Examples

:

This tables contains a list of example valid impact nodes for different placeable names.

Model nameNode name
plc_a01a01_impact
automobilemobile_impact
px_qwertwert_impact
abcdefef_impact


Placeable Walkmesh

The only dummy in placeable walkmeshes are use nodes. They determine where a character will walk to, when given a use command. Multiple Up to two use nodes can be specified, the character will walk to the closest one. They are optional, if not present the character will attempt to walk to the center of the model. It is recommended to use them This may fail, especially for large models, as the character will not be able to get to the center of a large placeable and it therefore will become unusable.The naming scheme differs from the nodes directly in the model: Walkmesh nodes need four placeables, in this case the placeable becomes unusable.

Warning
titleNaming Convention

Four arbitrarily chosen characters followed by the suffix. 

Notes:he

Suffixes

The table below contains a list of valid suffixes. These suffixes do NOT have a leading underscore

.This is case sensitive. The suffixes have to

and are case sensitive - they must be all lower case.

NameTypeSuffix
Use Dummy 1Dummypwk_use01
Use Dummy 2Dummypwk_use02

Examples

:

This tables contains a list of example impact nodes for different placeable namesvalid use nodes nodes. As you can see the prefixes are completely random, the only important thing is that they are four characters long. The preferred name is wtf_pwk_use01.

Model nameNode name
plc_a01a01_pwk_use01
automobilewtf_pwk_use01
pcs_x99roflpwk_use01
abcdeflalapwk_use01



Doors

Door Model

The naming convention for these dummy is cropping dummies in the door models are mostly for spell targeting purposes and VFX location. They are all optional, if not present the center (=location) of the placeable is used.

Warning
titleNaming Convention

Crop the first four characters of the model name and

adding

append the appropriate suffix.

Suffixes

The table below contains a list of valid suffixes. They are all optional, if not present the center (=location) of the door is usedThese suffixes differ from the ones used in placeable models.

NameSuffixPurpuse
Impact_impcImpact location for spells and  missile attacks.
Head_headLocation for spell effects, e.g. beams and VFX bubbles from the Protection from Alignment spell
Head Hit_hhit?
Ground_grndLocation for certain spell effect, e.g. raising particles from Protection from the Elements spell.

Door Walkmesh

TODO: Naming convention. Work in progress.

 The dummy in dwk files determine where a character will walk to when interacting with a door. Doors may have up to three states. A closed state and two open states, as NWN doors may swing open to both sides. That means there may be up to may be up to six dummies - two for each state. As with placeable a character will walk to the closest dummy, when interacting with a door - depending on the state the door is currently in (open1, open2, closed)

Notes:

This is

Warning
titleNaming Convention

Two arbitrary alphanumeric characters followed by an underscore followed by a suffix.

Suffixes

The table below contains a list of valid suffixes. These are case sensitive, the DWK has to upper case,

the rest

everything else is lower case.

Doors may swing open to both sides, that means there may be two open states, each state having two

dummy

dummies.

NameSuffixPurpose
Closed Dummy 1DWK_dp_closed01Closed state Use dummy 1
Closed Dummy 2DWK_dp_closed02Closed state Use dummy 2
Open State 1 Dummy 1DWK_dp_open1_01Open state 1 Use dummy 1
Open State 1 Dummy 2DWK_dp_open1_02Open state 1 Use dummy 2
Open State 2 Dummy 1DWK_dp_open2_01Open state 2 Use dummy 1
Open State 2 Dummy 2DWK_dp_open2_02Open state 2 Use dummy 2

Examples

:

This tables contains a list of example impact Closed Dummy 1 nodes for different door names. The two leading characters are completely arbitrary alphanumeric characters, they HAVE to be followed by an underscore, followed by the suffix.

Model nameNode name
t_door0101_DWK_dp_closed01
dwc_gate0404_DWK_dp_closed01
ddd_x99la_DWK_dp_closed01
abcdefXY_DWK_dp_closed01



Creatures

TODO