Author Topic: If boots are part based, how do these boots work?  (Read 402 times)

Legacy_Fester Pot

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If boots are part based, how do these boots work?
« on: November 19, 2011, 02:36:05 am »


               Just confused about this collection of boots I'd like to add. Boots are part based, selecting top, middle and bottom. So how are these incorporated into a module for a player to wear in the boot slot?

Boots

FP!
               
               

               


                     Modifié par Fester Pot, 19 novembre 2011 - 02:36 .
                     
                  


            

Legacy_henesua

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If boots are part based, how do these boots work?
« Reply #1 on: November 19, 2011, 02:42:41 am »


               These probably work similar to lots of the parts based Q content. The parts based aspect is just a setting in the Baseitems.2da. Otherwise the item should still work the same. Are these boots still at the same index of the standard boots?
               
               

               
            

Legacy_Fester Pot

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If boots are part based, how do these boots work?
« Reply #2 on: November 19, 2011, 02:47:38 am »


               I don't know.

The Itemclass in the stock 1.69 baseitems.2da is it_boots and the DefaultIcon is itt_boots. The boots in the hak are in .tga format, named boots_###.tga (### is 001 through 013). There is nothing else in the hak to reference.

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                     Modifié par Fester Pot, 19 novembre 2011 - 02:48 .
                     
                  


            

Legacy_henesua

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If boots are part based, how do these boots work?
« Reply #3 on: November 19, 2011, 02:51:30 am »


               Doesn't the hak have a baseitems.2da?

The relevant column is Modeltype. A number 2 in the modeltype column means multipart item.

Here's the entry from the nwn wiki:

A code indicating how much the look of this item can be customized.
0 = a simple item (can only select an icon/model pair);
1 = a colored item, e.g. cloaks and helms (can additionally select colors);
2 = a configurable item, e.g. weapons (select three item parts instead of an overall model);
3 = armor.

Edit... I see. I looked at the download, and only saw TGAs. You'd have to edit the boots to NOT be parts based and then you could use those icons. Very nice icons, but you'd have to make a choice between parts based and simple.
               
               

               


                     Modifié par henesua, 19 novembre 2011 - 02:59 .
                     
                  


            

Legacy_Fester Pot

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If boots are part based, how do these boots work?
« Reply #4 on: November 19, 2011, 02:57:53 am »


               The hak only has .tga files, sadly.

So in this case, as the baseitems.2da does have the ModelType set to equal 2, means it is currently using a multipart system - the boots we've seen and come to know in Neverwinter Nights.

To add these new boots, the ModelType would need to be changed to equal 0, as these particular boots in the offered hak are simply icons and nothing more.

By doing so, it would mean the boots we all know would no longer be available. So it's one or the other and not both?

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                     Modifié par Fester Pot, 19 novembre 2011 - 02:58 .
                     
                  


            

Legacy_henesua

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If boots are part based, how do these boots work?
« Reply #5 on: November 19, 2011, 03:02:14 am »


               Exactly. You probably have to go one way or the other. I don't believe you can create another index and havve the item behave as a boot. One thing to try however... is to create a boot item in baseitems.2da by adding 256 to the existing boots index, and selecting that as the index for "boot2". It might work. Worth a shot. So ... try index 282. 256 + 26.

BTW sorry to have mislead you. For some reason I got it backwards. I thought the multi-part boots was a new thing from Q and not an old one. I've not made many boots in the toolset. '<img'>
               
               

               


                     Modifié par henesua, 19 novembre 2011 - 03:04 .
                     
                  


            

Legacy_Fester Pot

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If boots are part based, how do these boots work?
« Reply #6 on: November 19, 2011, 03:20:56 am »


               Thanks for explaning! I'll fiddle with creating a new boot item index and see how it goes.

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Legacy_The Amethyst Dragon

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If boots are part based, how do these boots work?
« Reply #7 on: November 19, 2011, 03:32:38 am »


               Another option:

Change the new icon file names to match up with the existing boot icons, and use the new ones as a "top" part.  If need be, just make one "blank" (black with all-black alpha channel) middle and one blank bottom part icon so that you don't have another part peeking out around the edges.

This way, you keep the existing parts-based boots, and still get to use the new ones.
               
               

               
            

Legacy_Pstemarie

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If boots are part based, how do these boots work?
« Reply #8 on: November 19, 2011, 11:59:54 am »


               Yeah, what AD said. Basically you can turn any part-based icon/model into a single icon/model without ever having to edit baseitems.2da. All you would need to do is create "blank" icon tga files for the parts you are not using - though personally, I'd put the soild boot as the bottom piece and the blank as the top.
               
               

               
            

Legacy_The Amethyst Dragon

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If boots are part based, how do these boots work?
« Reply #9 on: November 19, 2011, 04:52:00 pm »


               And if you have one "blank" part for the top, one for the middle, and one for the bottom, it opens up a ton of customization space without having to create new item types in baseitems.2da.

The way the icons work, for those wondering:

Think of the icons as three layers of glass.  Everything on the top layer will cover anything on the middle and bottom layers.  Everything on the middle layer will cover anything on the bottom layer. The cool part comes from the alpha channels of those three image files...anything black in the alpha channel is transparent and will let anything from lower levels show through, anything white will be solid and cover things below, and shades of grey will offer various levels of transparency.