Introduction | Index
Geometry
Defines the scene graph for a NWN model

Syntax:

beginmodelgeom [model_name]

     Properties

     Nodes

endmodelgeom [model_name]

Description:

This section defines the model's scene graph. This is a tree with several different types of nodes, although this section is refered to as geometry some of these node types contain other types of data.

This section begins with a beginmodelgeom statement and ends with a endmodelgeom statement. Between these statements are node definitions for each node in the tree.

Properties:

The following three properties appear only in gidy_intlight.mdl, which is a tile class model provided with the viewer. They do not appear in the spells which are also classed as tiles. Their purpose is unknown.

bmin [int] [int] [int] - Unknown

bmax [int] [int] [int] - Unknown

radius [int] - Unknown

Nodes:

Nodes are combined to form the scene graph. A list of nodes appear between the beginmodelgeom and endmodelgeom statements. The following types of nodes appear in the models we have seen.

Dummy Node - This node contains no geometric or light data. However it can be used as a parent node and it's children may possibly inherit some properties. This represents a group in MAX.

Trimesh Node - This is geometric data for the models.

Light Node - Represents a light source.

Patch Node - Unknown. (found in a_ba_casts.mdl) It seems to have the same properties as dummy.

Emitter Node - Represents a particle emitter.

Reference Node - Reference to an external model file.


Introduction | Index

Document URL: http://www.wnwn.net/mdl/

Worlds of NeverWinter: http://www.wnwn.net/

This document is not supported by Bioware and should not be taken as an official specification for the NWN model format. It is based on my own experiments with the model viewer and speculations by others in the NWN community. There may be errors or omissions in this document, if you find any please let me know at: sorcerer@wnwn.net. The format may also change before the game is released. Finally I would like to thank the great community on the bioware forum for their contributions to this project.