I am working on creating some custom curbs based on the originals. I have created a simple square one, but when I import it in-game the model it invisible. Does anyone know of some possible causes?
Usually that’s due to a typo in the 2da file. If the model is there but invisible, you may have the surface normals flipped.
Or maybe you forgot to put normal map on your model
If the normals are flipped - he’ll see the model inside out.
Thank you for the replies so far, guys. So, the model is selectable, it is just invisible. There is no outline or anything. I am guessing I did something wrong in 3DS, but it has been a long time since I modeled things for NWN2.
So, here is what I did; I took a curb from NWN2, cut off a corner, duplicated it, then merged the pieces into one simple square. I left the texture mappings as-is, made a new collision mesh, and resized the orange block (I assume this is a walkmesh?). I exported all of that to an MDB and placed it into the override to test.
I didn’t see this before, so it may probably be solved by now, but a few other things that could lead to invisible custom content:
- scale issue (even if it’s selectable, what you see is the collision box [the green cube in the toolset]). Did you try with (1,1,1) or (100,100,100) scaling?
- object type issue: in the mdb, everything that is not “character (skin)” or “placeable (rigid)” is invisible. By default, any new model is type “none”…
- naming issue: the name of the .mdb must be the same as the name of the model in 3ds max or blender.
No, I gave up on the model. I will take another look at it. Thanks for the suggestions, @4760!
You could try the Collision options to see if the model bounding box is even there. If it isn’t, it’s probably a 2da issue.