If you have existing placeable blueprints in the palette for a module you're already working on, and you just want to change/move those to a new palette category...
Add you new palette via the hak method as described above. Build you module so that the new palette category get's recognized by the toolset. Then right-click > Edit each existing placeable blueprint to change the category to the new one (just click on the little "..." button next to the existing category). Tedious, but that's the way to do it.
You blueprints will remain a part of your module, rather than a hak. You need the hak for the new palette category, but not for the blueprints themselves.
If you don't yet have blueprints made for new placeable models, you do have to use the toolset to make them.
As far as I know, there just isn't a way to create new placeable blueprints outside of the toolset. You might be able to find software that can edit specific parts of an existing blueprint, but I've not heard of anything that can create new ones and add them to a module without them first being created in the toolset itself by someone.
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Once all of the new blueprints are created and added to your module in the category you want, and any of your existing ones you want modified to use the category you want, you can make it so that the blueprints can be taken from your existing module and added to another.
If you just want them to import the blueprints into their module and it you're NOT using a hak to add a new palette category:
Go to File > Export...
Pick Add Resources...
Change the Resources of Type: box to "Blueprints for Placeables"
Highlight every placeable blueprint you want others to be able to use.
Click Export
Click OK and pick a file name (16 characters or less, all lowercase recommended).
Include your new .erf file with your haks so that people can import the blueprints into their own modules.
If you want everyone using your haks to
have to use the blueprints (if you are using a new palette category via hak, for instance), you might consider adding all of the blueprints to the same hak file:
With your module still open in the toolset, go to your NWN/modules/temp0 folder.
Sort the files by file type.
Find the files ending in .utp (these are your placeable blueprints)
Highlight and copy all of the desired blueprint files to another folder.
I would personally then remove all of said blueprints from my module since they'll be in a hak anyway, so...
- delete all of those files you just copied from temp0 (not your copies, the originals)
- in the toolset, go to the palette category with all of the blueprints
- - right-click on the palette category header and pick "Refresh Palette"
- - - when done, you should find that all those blueprints are gone. Save the module and close it and the toolset.
Open whatever hak file you will be including the blueprints in with NWHak.exe
Drag/drop all of those blueprint (.utp) files from the "copy" folder to the hak editor.
Save the hak and close it.
Start the toolset and open your module in it. If the hak that includes the blueprints is not already associated with your module, add it (Edit > Module Resources > Custom Content).
Save your module. Close it. Close the toolset.
Open the toolset. Open your module.
The blueprints should all be visible in the palette.
Blueprints in haks are really easy to use, and cut down on resources used for the module that would apply to the 16k module resource limit. However, if you ever want to change anything about one of those blueprints, you need to go through a process, otherwise the change won't "stick" (the game and toolset will use the hak version over the module's version).
The process:
1. edit the blueprint in the toolset
2. repeat the
entire process you used for getting the blueprint into the hak in the first place, but instead of picking all of the .utp files in the NWN/modules/temp0 folder, you'll just copy the one you just modified (it should be the most recent file if you sort by date).
Modifié par The Amethyst Dragon, 22 septembre 2013 - 12:41 .