I am trying to untangle some issues related to texture names in *.mdb files, and I am hoping that someone can point me at documentation on the limitations of these names.
My problem is that I want to use mods which have conflicting textures with the same name.
When I look at https://nwn2.fandom.com/wiki/MDB_Format I see that the texture name fields are 32 characters wide.
When I examine actual files, I run into some oddities. For example, NWN2_Models/P_HHM_Hair15.MDB has name fields with these null terminated strings:
HHM hair low Dummy01
P_HHM_Hair13_N
P_HHM_Hair15
P_HHM_Hair15_L01
P_HHM_Hair15_L02
P_HHM_Hair15_t
P_HHM_skel
I can probably ignore the dummy name and the skel reference. But, these files exist:
NWN2_Materials/P_HHM_Hair13_N.dds
NWN2_Materials/P_HHM_Hair15.dds
NWN2_Materials/P_HHM_Hair15_n.dds
NWN2_Materials/P_HHM_Hair15_t.dds
Meanwhile, the P_HHM_Hair15.dds file has mipmaps, and the _L01 and _L02 suffixes are presumably references to specific mip levels within that file.
All of which suggests that I can not just, for example, rename textures with arbitrary long file names and expect to have these work in these model files.
On the other hand, I expect that a lot of the use of naming conventions for texture files was just that those names were handy to use when the textures were being created.
Still…
Has anyone else played with this issue? If so, what were your findings?
Or, has anyone stumbled across documentation on the requirements for texture file names in .mdb files?