Model Naming Conventions
From NWN2Wiki
The toolset categorizes models based on how they are named. A 3 letter code is used, with the first 2 letters signifying the race, and the last letter the sex. Other things like monsters just have the name of the monster here. The 2 letter code is controlled by the appearance.2da.
Contents |
[edit] Character Models
[edit] Helm
P_???_??_Helm??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Helm" followed by the item number.
[edit] Boots
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Boots" followed by the item number.
[edit] Gloves
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Gloves" followed by the item number.
[edit] Belt
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Belt" followed by the item number.
[edit] Cloak
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Cloak" followed by the item number.
[edit] Accessories
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male)
- Fourth begins with one of the following followed by the item number.
- Left shoulder - A_HHF_LShoulder# - Yes
- Right shoulder - A_HHF_RShoulder# - Yes
- Left bracer - A_HHF_LBracer# - Yes
- Right bracer - A_HHF_RBracer# - Yes
- Left elbow - A_HHF_LElbow# - Yes
- Right elbow - A_HHF_RElbow# - Yes
- Left arm - A_HHF_LUpArm# - Yes
- Right arm - A_HHF_RUpArm# - Yes
- Left hip - A_HHF_LHip# - Yes
- Right hip - A_HHF_RHip# - Yes
- Front hip - Unknown - No
- Back hip - Unknown - No
- Left leg - A_HHF_LUpLeg# - Yes
- Right leg - A_HHF_RUpLeg# - Yes
- Left shin - A_HHF_LLowLeg# - Yes
- Right shin - A_HHF_RLowLeg# - Yes
- Left knee - A_HHF_LKnee# - Yes
- Right knee - A_HHF_RKnee# - Yes
- Left foot - Unknown - No
- Right foot - Unknown - No
- Left ankle - Unknown - cell3
- Right ankle - Unknown - cell3
Thus: A_HHF_LShoulder45
[edit] Races
- HH - Human and similar races.
- DD - Dwarf
- EE - Elf
- EH - Half-elf
- GG - Gnome?
- AA - Halfling
- OO - Half Orc
- GY - Githyanki
- ED - Drow
- EL - Elf, Wild
These were also used for various models
- HE
- HI
- HW
- HF
- EW
- ES
[edit] Sex
M = Male F = Female
[edit] Armor Codes
Based on armorvisualdata.2DA
- CL - Cloth
- CP - Cloth Padded
- LE - Leather
- LS - Leather Studded
- CH - Chain
- SC - Scale
- BA - Banded
- PH - Half Plate
- PF - Full Plate
- HD - Hide
- NK - Naked
http://developer.obsidian.net/wiki/index.php?title=Accessory_models
[edit] Placeables
PLC - Placeables
[edit] Technical Details
The major technical concern for Accessory models is the unique number identifier. You can have up to 512 (or 256?) unique models for each slot per base appearance type, thus: 512 Human Female left bracers, 512 Male Dwarf right shins, etc. Therefore, if possible, you should examine existing custom content and attempt to use a unique number identifier that has not already been used. Non-consecutively numbered models will work fine both in toolset and in game. Therefore you could have shin parts 1-45, skip to 90-110 and then skip again to 235. Since the models are read in this way, it's more important that you select a model number that is unique, than it is that you select a model number that is consecutive. Additionally, the toolset will read in the array of model parts for a given base appearance slot starting at position 0. So, while the unique number identifiers for your model parts will range from 1-512, the number each part will show up as in the toolset will be 0-511.
