Compiling ASCII models for EE

According to the wiki,

I got this to work as follows:

  • Add the ASCII models to the development folder
  • Add a 2da version to the development folder that references those models (e.g. appearance.2da for creatures)
  • Open toolset
  • Open an empty module (to prevent unwanted models from being compiled)
  • Paint instances of every model (e.g. creatures with the appropriate appearance)
  • In DebugMode, compileloadedasciimodels
  • Obtain models from modelscompiled folder in Documents
  • Check the regular nwclientLog1 for errors
  • Remove files from development folder

Is there an easier way, or is that it?

I don’t suppose anyone feels like making a version of nwnmdlcomp for EE that handles all cases including skinmesh?

You can use ResManGetPrefix() to iterate over all mdl files in DEVELOPMENT:, then look up the appearance ID of that mdl in the 2da, and dynamically spawn the required models only.

Biggest downside is that you need to have a 2da line for every model, but you’ll need this anyway regardless.

You only need this for skinmesh models, nonskinmesh you can compile with a CLI arg to nwmain.exe. But it might make sense to just do everything ingame to simplify the process and not think if something is skinmeshed or not.

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