Author Topic: Custom Content Tools  (Read 6806 times)

Legacy_lordofworms

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« Reply #45 on: July 24, 2011, 05:08:58 pm »


               You should be able to resize the graphic file just keep its original dimensions..

2048x512 /1024x256/512x128

those sizes should all work and retain the mapping on the model object itself (although you will lose detail a bit for each denominator you lower to)
               
               

               
            

Legacy_Borden Haelven

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« Reply #46 on: July 25, 2011, 12:28:48 am »


               Cool. I always thought NWN could only handle square textures. Or do I leave half blank or possibly double them up?
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #47 on: July 25, 2011, 01:07:05 am »


               

Borden Haelven wrote...

Cool. I always thought NWN could only handle square textures. Or do I leave half blank or possibly double them up?


You can double them, stack them, whatever you wish to do.

Take a look at any of the xxx_detail textures used in the various sets for an easy example.  These are the textures used to map onto say the vegetable bins in markets etc... you can pick what part of the texture it mapped to the specifc faces on the objects etc.

Keeps total file count down that way, and can save a bit of space depending on how the textures are mapped.

Word of warning though, 2048 textures are HUGE, and not really all that useful in NWN.

The main thing to remember is that the size needs to be a power of 2, on each side.  anything below 256 is typically so low quality as to not be much use, anything above 1024 is typically a waste of space, but can add more detail.  Textures that sized, have to be loaded, them mapped (all textures do) so using a huge texture, for a small section of a single object/building whatever, is a big waste of ram for nwn.  Remember, you can push the limits, but only by reducing total area sizes, creature counts, and total number of placeables in a given area.  Otherwise, NWN just bogs down.  NWN can only use 64 meg ram and can only use that much if you specify that in nwnplayer.ini under the game options (Max Memory Usage=64)  Setting higher numbers doesn't help, as the engine will go back to defaults instead which is lower than the 64.


NWN Aurora is OLD, the technology has far surpased what was coded for.  We can push the limits to some extent, but only sooo far, then it just crashes or becomes unplayable due to lag.
               
               

               
            

Legacy_Winterhawk99

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« Reply #48 on: September 05, 2011, 06:20:20 pm »


               I found a list of free college courses from various schools you can view online that may be able to help you script, model and work with network sites. You do not get any credits however each course follows a series of lectures though the whole of the course. Colleges include MIT, ITT, Stanford, and Harvard. 

You can find a list of computer related classes here and a link.

http://harvestmoonco...php?f=29&t=2370
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #49 on: September 06, 2011, 02:53:33 pm »


               Numbered toolset color charts by The Amethyst Dragon.
               
               

               
            

Legacy_henesua

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« Reply #50 on: September 08, 2011, 05:12:21 pm »


               What is the most recent version of 3DS Max that works with the NWN tools? I downloaded 3DS 2010 because that is the oldest version on Autodesk's website (you can download 3DS for free as a student). I suspect however that I need 2008 and could not find it anywhere (for free).

I am using 3DS Max as a conduit from other modellers into NWN. If this fails I'll try Neverblender.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #51 on: September 08, 2011, 07:57:51 pm »


               <pointing his...>

henesua wrote...

What is the most recent version of 3DS Max that works with the NWN tools? I downloaded 3DS 2010 because that is the oldest version on Autodesk's website (you can download 3DS for free as a student). I suspect however that I need 2008 and could not find it anywhere (for free).

I am using 3DS Max as a conduit from other modellers into NWN. If this fails I'll try Neverblender.

Another option (*wish* I was a student so *I* could get 3DS free :-( is to use Meshlab to convert models

OldTimeRadio said (about halfway down page 2 of the WH 40K thread)...
Anyway, the steps:
1.Mudflaps WHM to X
2.Open resulting file in notepad, save
3.Take the texture, flip once vertically, re-save (use GIMP or PS to save as 32-bit if there's alpha)
   -also save a copy as PNG
4.In Lithunwrap, open .X file
   -Warning may appear asking if you want to rescale out of range UV's.  I hit Cancel. YMMV
   -You'll see the UV's, click the folder icon above them and open your flipped texture.  Will look like this
   -Click menu item Preview -> Show Model to make sure everything looks as it should
   -Click menu item File -> Model -> Save and save as .OBJ
5. In MeshLab, load .OBJ
   -Click Filters -> Texture -> Set Texture and add PNG texture name and resolution (it assumes square)
   -Make sure the PNG texture is in the same folder as the .OBJ
   -You won't see the texture
   -Save As... to .3DS format
6.In GMax, load the .3DS model
   -Drag the .TGA texture onto the model in the GMax window


I'd actually like to put that little workflow tutorial on my forums... gotta make a NwN Tutorial forum :-P

<...um, finger>
               
               

               


                     Modifié par Rolo Kipp, 08 septembre 2011 - 07:02 .
                     
                  


            

Legacy_henesua

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« Reply #52 on: September 09, 2011, 05:54:11 am »


               The real issue with the educational licensing is whether you make content and sell it using 3DS Max. As long as you don't sell your content (read their license its pretty clear) then you are justified in downloading their software for free and Autodesk won't bust you.

Thanks for the info. I'm a bit confused by the piece about loading a 3DS into GMax. I don't think you can do that. Anyway I'll look more closely and see if that is an option.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #53 on: September 09, 2011, 07:57:03 pm »


               <flipping a coin...>

henesua wrote...
Thanks for the info. I'm a bit confused by the piece about loading a 3DS into GMax. I don't think you can do that. Anyway I'll look more closely and see if that is an option.

Well, it's worked 7 out of 10 times... and the times it doesn't have all been conversions of collada models from googles 3dwarehouse converted to 3ds in Meshlab... OTR has a *lot* more experience with this, but I imported your 3ds tree easy peasy :-)

<...that isn't, technically, his>
               
               

               
            

Legacy_Rolo Kipp

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« Reply #54 on: September 12, 2011, 05:52:00 pm »


               <groping blind...>

When I needed some wrinkly, grey flesh for The Crone I was at a loss until I remembered the public domain Blender Texture CD.  Some really great textures for free that you can either DL whole or browse online.  

I'd like to suggest it be added to the resources here :-)

<...over the elephant's trunk>
               
               

               


                     Modifié par Rolo Kipp, 12 septembre 2011 - 04:53 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #55 on: September 16, 2011, 04:11:42 pm »


               NWN TEXTURING TUTORIALS By Martin E

For those using Gimp, here are the steps to edit the alpha on a 32-bit image:
1.  Select menu item Colors -> Components -> Decompose
2. On "Decompose" dialog, change "Color model" to RGBA, make sure "Decompose to layers" is checked then hit OK

Done!  You'll see you have a new image made up of four layers: red, green, blue & alpha

After changes are made, to pack all the layers together into an image again:
1. Select menu item Colors -> Components -> Recompose

The Recompose option will only be available if you're editing the decomposed channels of an image.  Changes made will be Recomposed back into the image you Decomposed.
               
               

               


                     Modifié par OldTimeRadio, 16 septembre 2011 - 03:34 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #56 on: September 16, 2011, 05:13:59 pm »


               <brushing his wild hair...>

OldTimeRadio wrote...
NWN TEXTURING TUTORIALS By Martin E
...

Those are very nice tuts! ;-)

I could kiss you, you old tachyon emitter!

Well, perhaps a manly fist-bump, phantom wizard to anachronistic radiator?

<...and his wilder eyebrows>
               
               

               
            

Legacy_noscript4i

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« Reply #57 on: September 20, 2011, 05:51:28 am »


               I hope a lot of the people that did NWN1 didn't find a new hobby (like the topic starter, which has not posted on this thread over 1 month ago) '<img'>
               
               

               
            

Legacy_OldTimeRadio

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« Reply #58 on: October 16, 2011, 05:41:21 pm »


               The Photoshop Tips And Tricks Thread by Renzatic
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #59 on: November 11, 2011, 11:25:39 pm »


               

Extremely usefull collection! Thanks!


Maybe this is of help, too:

I found a simple tool, which makes exporting and importing alpha very simple (export and import of the texture itself is possible, too): DXTbmp.

http://www.mnwright....rams/dxtbmp.htm (site is down)


 


http://neverwinterva...-tool-nwn1-nwn2




With this tool, it's very easy to create a greyscale alpha to produce semi shiny/metallic textures.


The exported alpha (or texture) can even be manipulated with MS Paint...


Also see: http://social.biowar...1/index/8633732