This is a set of command-line tools for importing and exporting NWN2 models. It will convert between MDB and OBJ format, but OBJ files can be imported into most modelling programs, either directly or via plugins. These tools allow modifications and creations of static models (placeables and tiles), but can (with care) be used to tweak animated models.
A special note: Those are command-line tools. If you do not know what that means, or how to use such programs, you should probably not waste your time by downloading these utilities.
Version 1.5 update: OBJ2MDB can now convert OBJ files created in Maya. MDB2OBJ adds a command-line option to export meshes without merging identical vertices.
Version 1.6 update: Better documentation and improved error checking.
Version 1.7 update: Mesh flag support and walkmesh type documentation added.
Overall though, I must say I've had no luck using these tools with Maya 2012. I can import into May, but exporting produces something that won't show up in the toolset. _________________________ ShockWolF - Author of Wulverheim
Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.
The whole set of instructions on converting an MDB to an OBJ did not work for me. The commandline complained that the MDB file could not be found.
But what did work for me after a bit of experimenting and is actually a lot easier than messing around with command lines, is simply changing what default application opens an MDB file to the mdb2obj.exe. Then its just a simple case of double clicking on an MDB file. The files will then appear in the same folder. _________________________ ShockWolF - Author of Wulverheim
Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.
Awesome tool. I am having the same normal map issue mentioned above. Its driving me nuts. 9 for beeing just what I was looking for. _________________________ NWN1 Head and body pack NWN2 Head pack
Posted by setepdeep at 2007-10-03 17:40:25 Voted 10.00 on 10/03/07
aha figured out something....not sure what lol got an object into nwn2 but the object texture has the word "texture" on each face of it hehehe ooh well back to the grind. great program Adinos! give u a 10.0
Posted by Byterunner at 2007-09-23 23:43:37 Voted 10.00 on 09/23/07
Edit: What I had to do was modify the MTL file before running OBJ2MDB. Open up the **MTL** file and for any material that has a map_Kd entry, make sure that the Kd entry is not 0 0 0. NWN treats the Kd line as a Color Gain and will modify the texture appropriately (in my case, making it black). Help this helps.
Posted by Byterunner at 2007-09-23 23:41:07 Voted 10.00 on 09/23/07
Jerboa: I had the same problem. What I had to do was modify the MTL file before running OBJ2MDB. Open up the MDB file and for any material that has a map_Kd entry, make sure that the Kd entry is not 0 0 0. NWN treats the Kd line as a Color Gain and will modify the texture appropriately (in my case, making it black). Help this helps.
Adinos: Awesome tool. I give it a 10 because it's awesome and does exactly what I want it to do (and exactly what you said it would).
On my first attempt converting a model I made from scratch to obj2mdb with out textures was a success. But Im having no luck with converting the same model with applied textures. Could someone nice enough walk me thru this procedure? Im reachable thru skype or yahoo. My skype name is spyderghost and my yahoo name is Geode3d. Thank you :)
Posted by Carter_DC at 2007-09-09 16:40:43 Voted 10.00 on 09/09/07
how can this tool not be in the hall of fame ? knowing it's the only one we got.
here's your 25 th vote. And it definetly deserves it.
Posted by ladydesire at 2007-09-08 19:22:08 Voted 9.00 on 09/08/07
Going to use these for a project I'm working on.
Posted by nyt333 at 2007-08-24 05:11:10 Voted 9.50 on 08/18/07
I did some furhter experiments and found that changing export option does not always solves the flipped normal map problem. I think there is a flaw with the tool.
I exported an official model and then imported it back immediately and the light reflection of the normal map got rotated 90 degree. (When the original reflects a light upward, the re-import reflects the light sideway) _________________________ Elen Sila Lumenn Omemtielvo
Posted by nyt333 at 2007-08-18 03:14:55 Voted 9.50 on 08/18/07
I kind of love and hate this tool. This isn't very user friendly but I can't start my work without it. You mentioned 1.8, any idea when it will come out?
Note to Maya users, turn off point group when you export, it will cause flipped normals like Gus's. _________________________ Elen Sila Lumenn Omemtielvo
Posted by setepdeep at 2007-08-17 06:27:20 Voted 10.00 on 10/03/07
no rating YET
im having an issue
i use blender 2.44 and im creating a new model its simple...just a flat square(like a map)...i export it as *.obj and get the *.obj *.mtl files and when i -> obj2mdb *.obj your program creates the *md2 file but the gives the error: invalid face list: f 1//1 4//1 3//1 2//1.
i run into the same error when creating a simple rectangle wall(invalid face list:f 1/1 4/2 3/1 2/4) etc....
any thought on the subject?
Posted by kaycei at 2007-07-01 20:36:23 Voted 9.75 on 07/01/07
Edit:
The error was:
Writing in SKIN block P_HHF_CL_Body02_L02
Error in p_hhf_cl_body02.obj: Normal vector is 0,0,0
Processed 0 files
Posted by kaycei at 2007-07-01 20:32:44 Voted 9.75 on 07/01/07
I started using these tools over the weekend and have gotten a lot of use out of them. I use Milkshape3D and have successfully edited one model so far. I'm working on another one and received this error when I used obj2mdb:
Writing in SKIN block P_HHF_CL_Body02_L02
Error in p_hhf_cl_body02.obj: Normal vector is
Processed 0 files
Is there anything I can do to fix this, short of tossing the model and starting over? (I successfully converted the model without changing anything.)
Posted by Zarathustra217 at 2007-06-13 12:53:57 Voted 10.00 on 06/13/07
Hey,
For the sake of the few who still prefer to use my own walkmesh-helper, I'm updating it to match newest version. I have the problem however, that I know of no "no-render" flag to enable, so my version still has to be visible from some point, since the bounding box in the toolset is determined by mesh. I checked Obsidian's walkmesh helpers, and tried to use your dumbmdb to convert it to ASCII, and noticed that the mesh object listed:
Flags: ALPHATEST UNKNOWN_FLAG_40
My wild guess is that this flag could be the "no-render" flag? Atleast, the only unusal thing I can spot in the file. What I am really curious about is wether your tool here would support if I inserted this exact line as a flag on te objects in 3dsMax?
No matter what, if I haven't said already, your contribution here is groundbreaking work that makes up the fundament of the custom content community. Thanks for all your efforts. _________________________ Lead scripter, artist and designer -~ Ravenloft - Prisoners of the Mist ~- Souls' prison, roleplayers' haven... www.NwNRavenloft.com
Other projects: Placeable Walkmesh Helper - Waterfall Package - Creature Distance Tweaks
Posted by BrotherRoth at 2007-05-23 10:31:45 Voted 9.00
My Bioware id is: Brother Roth
(note the space)
Posted by BrotherRoth at 2007-05-23 10:30:43 Voted 9.00
Adinos... would you accpet $ to fix the normal space calculations? Please contact me through bioware if you are interested.
Posted by BrotherRoth at 2007-05-14 14:16:35 Voted 9.00
Hello Adinos.... Any idea when 1.8 fix will be released?
Posted by BrotherRoth at 2007-04-28 05:59:28 Voted 9.00
Any luck with 1.8?
Posted by BrotherRoth at 2007-04-27 21:03:19 Voted 9.00
Thanks Adinos - if there is anyhting I can do to help, please let me know.
Regarding the normal space, yes, there are problems there - I have been trying to find the time to fix this and release 1.8. I'll try to get it done over the weekend.
Posted by BrotherRoth at 2007-04-17 08:09:04 Voted 9.00
Adinos - are you around? I've been trying to contact you via BioWare boards. Want your thoughts on what looks like an issue with normal space calculations.
Posted by brandonefzen at 2007-04-14 14:41:53 Voted 9.75 on 04/14/07
Woo hoo I got it to work through blender yeeees,
I hadn`t changed the line
mtllib untitled.mtl
to
mtllib SR_Mountains_01.mtl
duh
Posted by brandonefzen at 2007-04-14 07:38:24 Voted 9.75 on 04/14/07
I tried using blender again but still have the same problem,If I export something without changing anything to the model, when I try to convert it back to mdb from obj i just get an empty md2 file (no bytes in it) anybody else have this problem, can someone tell me what Im doing wrong please. Im using blender 2.43 btw thanx
is there a command to extract all the .mdb files in a folder at once? if so... can someone post the exact command?
Posted by The Grey Wizard at 2007-02-10 08:24:04 Voted 10.00 on 02/10/07
This could be very well the most important tool for NWN2 modders. _________________________ "Your love of the Halfling's Leaf has clearly slowed your mind."
-Saruman
"I am the Lizard King, I can do anything."
-Jim Morrision, The Doors
Posted by BrotherRoth at 2007-02-03 11:58:55 Voted 9.00
Here is an interesting issue...
Tile Model TL_CR_CCCC_01 (Crypt => Floor_4_Corners) uses texture TL_CR_Floor2A and is clearly normal mapped. However OBJ2MDB will not convert an object file using texture TL_CR_Floor2A (it can�t find the normal map � it doesn�t appear to exist!). So, Is it correct that 2A_N utilizes 2_N for its normal mapping?
If so would this dictate a change in the converter? Or am I missing something?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone