Author Topic: Wing/Tail colors/textures  (Read 769 times)

Legacy_ShadowM

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Wing/Tail colors/textures
« Reply #15 on: May 13, 2012, 06:53:53 am »


               

Armaerafaen wrote...

You know, you are *incredibly* helpful '<img'>

Pity about no subfolders, but them's the breaks, I guess.

I added in the complete GUI package, and my WORD is it nice looking. I haven't checked them with my spellcaster, where I'm sure it makes the most difference, but yeah. I heartily approve of no more tan-on-tan-on-tan....

Unpacking the tails and wings from Lisa's pack did indeed replace the ones in game, though I wonder if there might not be better models in the CEP, which seems to be newer. This is interesting... I see what you mean about the haks being better for organizing. I had a brief moment of thinking "gosh, we could just unpack everything in... the... CEP...." and then I realized how much of a mess that would make of, well, everything.

Is it possible to take the whole storyline from the vanilla game and treat it as if it were a module, so that I could tell it to load the various hakpaks first? Or rather, I bet that's an idea someone's already had before me- has that been done before? And if not, why was it a bad idea? '<img'>


You can have multiple overide folders, but only one active at a time. Great way to use multiple for testing or even differant gui etc.. is to use the Override manager program by Lord Sullivan
LINK
               
               

               
            

Legacy_Carcerian

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Wing/Tail colors/textures
« Reply #16 on: May 13, 2012, 06:58:59 am »


               Yes, think of subfolders in override as separate backups, i have one filled with fonts, one with amethyst gui, one with plasma weapon project files, etc..

Is it possible to take the whole storyline from the vanilla game and
treat it as if it were a module, so that I could tell it to load the
various hakpaks first? Or rather, I bet that's an idea someone's already
had before me- has that been done before? And if not, why was it a bad
idea? '<img'>

It's a lot of work... Each chapter is broken into stages, and one loads the next, so each must be modified and re-compiled...

To modify the standard bioware singleplayer "original campaign" modules ("OC" for short), copy the OC modules ("Chapter1.nwm" etc) from C:\\NeverwinterNights\\NWN\\nwm to C:\\NeverwinterNights\\NWN\\modules and rename to .Mod ("Chapter1.mod" etc). Then you can open and edit it like a standard module. Once done editing play it like any other module.

Just remeber nwn will treat them as a user created module unless u copy it back and change it's extention to a .nwm again, (something not generaly recommended unless u really know what ur doing, and even then backup before you do)

Dont bother trying to edit premium modules or haks, as biowares nwn tools wont read them '<img'>
               
               

               


                     Modifié par Carcerian, 13 mai 2012 - 12:01 .
                     
                  


            

Legacy_Rolo Kipp

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Wing/Tail colors/textures
« Reply #17 on: May 13, 2012, 05:22:34 pm »


               <pouring lampoil...>

Definitely check out the Q Campaigns as well. They did a superb job upgrading the OC to use Project Q and include some great techniques/advice for doing it yourself.

<...on the fire>
               
               

               
            

Legacy__Guile

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« Reply #18 on: May 14, 2012, 01:55:18 pm »


               

Rolo Kipp wrote...

<wiggling...>

Lightfoot8 wrote...
Correct me if I am wrong, but was not the Character Creation GUI the  main problem with creating Player Playable Races.  The fact that there is no way to add a new race to the character creation screen kind of put a damper on anyone making new races.    

The GUI is *one* of the big problems, but it is not insurmountable.

Specifically, we can a) alter the 7 base races or 'B)' change a lot of stuff after character creation (during a "New Character" module/area). Shoot, someone might disable all the base races but human, rename it to "Baby" and have new characters crawl in diapers to the appearance/race they want... Hmmm... <don't even think about it, old man>
'Twould be pretty funny... <heh. for about three seconds>
That would be 3 seconds of laughter. Don't laugh at it. Er, sneer. <*sneer*>

So, yeah. The limitations of the Character Creation interface has put a big damper on things. But not stopped them cold ;-)

The fact that you can dance around in Yuanti or Wemic shape demonstrates that, eh?

<...in the wiggle-room left by others>


I have to laugh at your genious.. '<img'>