Author Topic: CEP 2.61  (Read 1574 times)

Legacy_The Amethyst Dragon

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« Reply #15 on: May 09, 2015, 02:56:45 am »


               


i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?




I may have, who knows? Thanks for reporting this. I'll see about re-adding the original textures for the next update (which will be soon after I get computers/internet set up at my new house in June.


               
               

               
            

Legacy_shadguy

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« Reply #16 on: May 09, 2015, 03:19:25 am »


               

I downloaded the Tomb Guardian for a look-see.  The emitter eyes reference a texture - fxpa_smoke03 - that appears to be missing.  I'm not sure if the pelvis emitter textures are standard resources or not.


 


[EDIT] Missing textures can be found here: steal fxpa_*.tga from this complimentary hak by MD:


http://neverwinterva...sdads-skeletons


 


-Dave



               
               

               
            

Legacy_Pstemarie

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« Reply #17 on: May 09, 2015, 10:24:12 pm »


               


i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?




 


You also some time get this issue if the bit size of the texture is too high. I always save as uncompressed 24-bit. I know a lot of people like 32-bit textures (I think that's the size), but they always cause issue for me.


               
               

               
            

Legacy_Tarot Redhand

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« Reply #18 on: May 10, 2015, 02:06:19 am »


               
i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?

 


Before I compress tga images to dds I use tga flipper twice. I remember reading in one of the forums (long time ago) that beside turning a tga image upside down (hence use it twice so the images are the right way up), it is also supposed to remove rle compression.


 


@Pstemarie What do you do when your textures have transparency? That's what the extra 8 bits in 32 bit textures is for e.g. 8 bit each red, green, blue, alpha.


 


TR



               
               

               
            

Legacy_Gruftlord

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« Reply #19 on: May 10, 2015, 08:19:50 am »


               

Can nwn even handle 8 bit alpha? I know some trickery was neecessary to get the partialy transparent cloaks of TAD. And still that is 1bit.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #20 on: May 10, 2015, 11:41:31 am »


               

It must do, otherwise my puddle placeables (hey I'm lazy, just click the image if you want to go to the download page) wouldn't work.


 


1322239666fullres.jpg


 


However, the toolset doesn't like item icons with partial transparency. If you ever looked at user made icons in the toolset and seen mysterious dots/splodges that don't appear in game, this is the reason why. If it happens with any icons I make I convert back to png and use the open source Greenfish Icon Editor Pro to fix it.


 


TR



               
               

               
            

Legacy_Stylesetter

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« Reply #21 on: May 12, 2015, 12:38:55 am »


               


I downloaded the Tomb Guardian for a look-see.  The emitter eyes reference a texture - fxpa_smoke03 - that appears to be missing.  I'm not sure if the pelvis emitter textures are standard resources or not.


 


[EDIT] Missing textures can be found here: steal fxpa_*.tga from this complimentary hak by MD:


http://neverwinterva...sdads-skeletons


 


-Dave




Thank you very much for finding this!


               
               

               
            

Legacy_Pstemarie

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« Reply #22 on: May 12, 2015, 03:31:46 pm »


               


Before I compress tga images to dds I use tga flipper twice. I remember reading in one of the forums (long time ago) that beside turning a tga image upside down (hence use it twice so the images are the right way up), it is also supposed to remove rle compression.


 


@Pstemarie What do you do when your textures have transparency? That's what the extra 8 bits in 32 bit textures is for e.g. 8 bit each red, green, blue, alpha.


 


TR




 


I've always use PaintShop Pro7 for the finish work on any textures I create or modify. PSP only allows one alpha channel and the only options for bit size when you save as a tga file are 8 bit, 16 bit, and 24 bit. Maybe it expands the bit size as needed for the alpha channel?



               
               

               
            

Legacy_Lazarus Magni

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« Reply #23 on: July 14, 2015, 02:25:13 am »


               

Wow... I have been so busy, I am sorry I missed this.


 


Did this fix the issue with creature appearances? This was the one thing that prevented us from moving forward with CEP 2.6...



               
               

               
            

Legacy_Lazarus Magni

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« Reply #24 on: July 16, 2015, 04:08:14 am »


               

Still wondering...



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #25 on: July 16, 2015, 05:42:06 am »


               

Does anyone know which CEP hak or haks the placeables are in?


               
               

               
            

Legacy_3RavensMore

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« Reply #26 on: July 16, 2015, 02:31:36 pm »


               

I think they are all--or mostly--in Core0 and Core5.



               
               

               
            

Legacy_Uranochos

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« Reply #27 on: July 21, 2015, 05:25:37 pm »


               

Hi, 


 


I wonder what kind of fix you guys use for the missing/blank faces of the ruined walls in the [CEP] Swamp (CODI/CRP) tileset (zkw01 tileset)?


 


This is based on the Daggerdale Swamp tileset, which exists in several variations. Do I have to use a different .set file?


 


I have been using this tileset a lot and would be glad if anyone could help.


 


U.


               
               

               
            

Legacy_Lazarus Magni

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« Reply #28 on: September 02, 2015, 03:11:26 am »


               

Are you willing to give some support to a world looking to explore this possibility?



               
               

               
            

Legacy_Mecheon

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« Reply #29 on: September 02, 2015, 09:06:29 am »


               

CEP 2.61? Its real



Also has plenty of new, exciting critters to torment your players with. You'll need to make new creatures though, as its just the appearances