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The biggest wolf in the box!

Awww cute. Not just foxes in a box anymore. This is my first ever placeable that I made myself with my own tools and got to work, all thanks to the rudimentary first version of NeverBlender nwnmdlexport.py!

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Triangulation works

The next version triangulated properly and I learned to set the surface normals right, so it works. Sorta. No textures. (Comments inspired by image captions at nwnbuilders.com...)

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Textures!

The big milestone in 2003-04-27 was that the textures worked. Woohoo. I also got the object position to work. (Note: the textures are far from serious. =)

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Custom trees

Same day: Multiple objects, and also a neat customization in Text. Now also tilefade! Woohoo! The only problem: Each of these objects had to be resized in EditMode, the trees whose objects had been resized looked pretty funny...

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Custom trees, textured, with a PWK

2003-05-24: So textures and tilefade work... and apparently if I use ImageMagick to convert .png to .tga, I also get alpha channel. Which is cool. The proggy also now has a support for PWK files, so I can't walk through the trees.

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Caged drow

2003-05-24: An odd texture alpha channel test... I was unsure of how this worked, but as the custom tree thing shows, yep, it can work. This is quite an interesting optical illusion, also, because as usual, the backsides of the polygons can't be seen. Looks weird, doesn't it? =)

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The Unfinished Ultimate Weapon

2003-05-24: Tried to add a debatably witty caption but Windows NWN crashed on me when I tried to take a screenshot. First time for me. *g* Here's the first, unfinished item I've created - the head for the Hoe of Destruction (obviously no self-respecting CRPG can be without it these days!).

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NeverBlender Prerelease 2 in action

2003-05-26: This screenshot was made for the Neverwinter Vault. Here we have an object, the "nwnprops" text for it, the script, and a window showing exporter output.