This tutorial will show you the basics of Blenders user interface and guide you through creating a primitive model and getting it to show up in Neverwinter Nights. There will be no actual modeling involved. We will be overwriting a standard object, meaning there will be no 2da editing involved either.
Install NeverBlender as described here.
Remove all objects currently in the scene to make navigating easier: Press A to select all objects, followed by X (or DEL) to delete all selected

We need a way to tell NeverBlender which objects belong to the MDL. We will create an Aurora Base to do just that.
CTRL + S and select Cursor to Center.SHIFT + A to bring up the Add Menu.Empty » Plain Axes.Empties are merely a points in space, they are not rendered - they only serve as helper objects.
Any Empty without a parent is considered to be an Aurora Base.
Next we need to give the Aurora Base a proper name. It has to match the mdl filename.
Rename
Now we need some kind of object to export.
CTRL + S and select Cursor to Center.SHIFT + A to bring up the Add Menu.Mesh » Cube.This is the only object we will export for our first model.

The newly created object needs to be parented to the Aurora Base.
Right Mouse Button.SHIFT.CTRL + P.The resulting hierarchy is shown in the outliner, you may need to click on the small + button to expand it.
Should you wish to add additional objects to the mdl they too need to be parented to the Aurora Base.

We will add another Empty which will serve as the Walkmesh Base. The Walkmesh Base indicates which objects should go into the walkmesh file (pwk) instead of the model file (mdl).
SHIFT + A to bring up the Add Menu.Empty » Plain Axes.
Now Walkmesh Base needs to be parented to the Aurora Base and an appropriate walkmesh type has to be selected
SHIFT.CTRL + P.Left Mouse Button.Aurora Dummy Properties and set the type to PWK Base.
The walkmesh will be just another Cube. The walkmesh will prevent characters from passing through the object.
CTRL + S and select Cursor to Center.SHIFT + A to bring up the Add Menu.Mesh » Cube.We'll leave the walkmesh at the current location. When creating a proper model you will need to edit the walkmesh to roughly match its shape.

The newly created walkmesh needs to be parented to the Aurora Base.
SHIFT.CTRL + P.Now that your're done I can tell you that NeverBlender offers a tool to automatically generate walkmeshes and other meta objects needed by the engine.

We are now ready to export. Select File » Export » Aurora (*.mdl) from the Info Bar. Leave all Export options on the default setting.
Navigate to Neverwinter Nights' override folder and type in the filename "plc_a01.mdl". This is the name default armoire object, which we will be overwriting. This name must match the name we have given to the Aurora Base.

If you saved (or moved) the exported "plc_a01.mdl" and "plc_a01.pwk" to the override folder the armoire placeable will be replaced with the exported cube.
The screenshot was taken in the prelude of the original campaign, right in the first area.
Make sure to delete the file "plc_a01.mdl" and "plc_a01.pwk" from your override folder after you're done with the tutorial. Else you might be seeing cubes everywhere in your game. |
