Aw, thanks Rolo!
Unfortunately, as I have discovered, neither placing the .bmp in the override folder or in a hakpak will cause it to display in the toolset instead of the standard image. You're just going to have to use the larger image for reference purposes (assuming ye want to use it in the first place). For the sake of completeness, though, here's the correctly-sized, numberless image. (Jpg rather than .bmp due to Photobucket converting it, but I did my testing on the .bmp, worry not.)
Anyhoo, the wide range of colour-based scripts I was writing have started to lose their glamour due to a very simple (and, in retrospect, stunningly obvious) realisation I've just reached. If I want to, say, change the hair and skin colour of an NPC based on the PC's hair and skin (to represent a family member), I need to have a large range of different portraits as well, just for that one character. As there's no way I'd ever manage to create all the variant combinations of skin and hair as individual portraits (176x176=30,976!), my compromise is to make some portraits of characters wearing hoods (to hide hair) and, even then, only with non-wacky skin colours. No green or purple, and definitely no blue. I reckon eight skin tones will cover my bases. Darn it, it's moments like these that I wish NWN had dynamic portraits! Also, I understand why Bioware made the Hawke family dark-haired; dark hair matches better with a wide range of skin tones. Ah well. At least the scripts to set tokens still serve a purpose. Romanceable NPCs will be able to say how much they like brunettes. Guards will be able to cry "get the redhead!" Etc. But now I am getting really off-topic. I should post the scripty stuff in the scripting forum, and will do so when I'm finished with it.
Modifié par Estelindis, 07 septembre 2011 - 10:56 .