After renaming and retexturing dozens of what was essentially the same model, I decided to make this tool for fast renaming and retexturing of models. It uses a simple graphical interface, and I tried to make it fairly intuitive.
The files I've used this for myself are the armor attahcment A_ MDB's, and the body part P_ MDB's. I'm confident that weapons and creature models will work fine as well, although I haven't tested them. Simper placeables should also work, but I can't guarantee placeables or complex/multipart placeables.
please post any comments or bug reports to this page.
v1.01
-When an mdb file's name was a different case than it's internal mesh name, the cloner would overlook the mesh. This has been fixed. It was a pretty show stopping bug, and a bad thing to overlook. Thanks to Cryic_The_Dark for so deftly pointing out this error!
v1.1
-The Cloner now supports heads. Thanks to Whatbrick and Morez for explaining the different setup for head MDBs!
-Can toggle alpha transparency
-COL2, COL3, and WALK meshes now are renamed correctly. This should allow the cloner to support placeables and tiles, although those types have not been extensively tested.
v1.11
-was skipping most head numbers. Should now work for all numbers.
v1.12
-no longer appends model's number onto the end of the fhair mesh
v1.13
-When copying an N_ head to a P_ head (or vise versa) eye meshes would retain the previous prefix, and thus not appear. Thanks again Whatbrick for catching this.
v1.14
-Wouldn't rename the race prefix of eye meshes if it were changed from one type to another. Thanks Kris C.
v1.15
-Another fix to eyes, wasn't working for creature heads or heads that didn't use one of the default 3 letter player or npc race prefixes
I've used this on one of the heads from the Minotaur Head pack, but the only thing that gets reproduced is the MDB file itself, none of the associated DDS files get renamed. Am I doing something wrong?
Posted by RunnerDuck at 2008-12-0720:06:57
Messed up in my earlier advice for cloning heads. The copied GR2 file's race DOES need to match the race of head you just cloned to. So renaming P_HHM_Skel50.gr2 to P_HAM_Skel50.gr2 should fix the head.
Posted by Kest at on11/25/08
This is really great for those of use who don't understand how to use Adinos' tools.
Posted by thete at on11/05/08
Very very handy, never leaves my side. Thank you
Posted by Jaesun999 at on10/04/08
THANK YOU for this! This saved me a ton of time on my current project. _________________________ NWN2 Rugs - Tapestries - New Wall Textures - New Floor Textures - Custom Load Hints! Spice up your mod today! Link
Posted by jumblecaper at 2008-07-2016:39:17
Will this work for heads of greatly differing size? I want to use a Halfling head on a Wild Elf, but I just end up with a distorted mess, or headless. Putting the gr2 file in doesn't help, either.
Posted by Elysius at on07/11/08
This is an excellent tool for retexturing models. It's quick and easy to use. _________________________ Yay, I have a blog. Faithless: The Making of an NWN2 Module
Posted by PGB01 at on06/26/08
One of my most often used tools outside the toolset. Excellent, and I thought it could cope with everything until I came to the Illefarn door which appears to have three separate models. If I alter the model name in any way the left hand side of the door appears to the right of the right hand side of the door.
Posted by Zefiro at on06/22/08
Just Perfect for what it does,really,just PERFECT
Posted by SunWatcher at on06/08/08
Oh, oh, oh! It worked! And it worked *perfectly*, indeed! You deserve another 10. _________________________ Trust is for the foolish... And the dead.
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