Author Topic: Castle And City Override Textures (by Migrate Wizard)  (Read 571 times)

Legacy_MissJaded

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Castle And City Override Textures (by Migrate Wizard)
« on: November 27, 2015, 06:26:14 am »


               

I recently came across a couple of tileset override texture sets for the city and castle interiors that I rather like the look of, on the neverwinter vault.


 


http://neverwinterva...terior-override


 


http://neverwinterva...terior-override


 


All files are .tga and they are placed in the nwn override folder. But what I'm wondering is, is there anyone out there who knows how to make these work as single hak files instead please?


 


Personally, I've never really liked the idea of putting files that change the whole look of tilesets into the override, because I do prefer the idea that I can use different looks and changes of tilesets for different modules instead of having just 1 for every module, which to me personally feels a little boring. (as was the way we were used to when nwn was first released way back when, but things have changed now, and I do like the fresh new option of having to choose differently these days.)


 


So for e.g. I could use these castle textures in one hak for one module, and I do also rather like the nwncq project too.


So I could use those texture files as haks in another module. (which I have been playing with before today, as the nwn cq project is really awsome)


 


That way, there won't be a problem with one project being overriden by the other, since they are haks instead of being sent to


the override.


 


I attempted to use the hak editor (in the utils folder of nwn) to put all the tga files in and make a single hak that way. But this didn't work and nothing was changed. I'm thinking the tga's would have to be changed to other file types possibly, (.dds perhaps? I don't know) or something else included to make it work? Again, I'm not sure really. Anyone out there have an idea please?



               
               

               
            

Legacy_Pstemarie

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Castle And City Override Textures (by Migrate Wizard)
« Reply #1 on: November 27, 2015, 10:23:54 am »


               

You need to convert them to DDS and then place in HAKs. I'll do it real quick and amend the entry to include the HAKs.


 


EDIT> Files Uploaded



               
               

               
            

Legacy_Zwerkules

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Castle And City Override Textures (by Migrate Wizard)
« Reply #2 on: November 27, 2015, 01:01:24 pm »


               


 


Personally, I've never really liked the idea of putting files that change the whole look of tilesets into the override, because I do prefer the idea that I can use different looks and changes of tilesets for different modules instead of having just 1 for every module, which to me personally feels a little boring. (as was the way we were used to when nwn was first released way back when, but things have changed now, and I do like the fresh new option of having to choose differently these days.)




Not many people realize how bad it is to have a lot of stuff in the override. There's no need to put stuff into your override folder at all unless you create new content and want to test it without having to make a hak.


Hak packs used as patch-haks are far more efficient. You can decide which ones you want to use at a time and which ones you don't want and can simply turn them on or off. Conflicting content is far easier to find than if it is all put into one folder where one file may be overridden by another.


 


You also said that all the textures were TGAs. Those would only work as an override for textures that only exist as TGA in the game. If the game textures are DDS they won't be overridden by TGAs. That's why Pstemarie converted them all to DDS.


               
               

               
            

Legacy_MissJaded

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Castle And City Override Textures (by Migrate Wizard)
« Reply #3 on: November 28, 2015, 03:54:47 am »


               


You need to convert them to DDS and then place in HAKs. I'll do it real quick and amend the entry to include the HAKs.


 


EDIT> Files Uploaded




 


Hmm..... I downloaded a little program from a random website that converts .tga files to .dds, then I made a hak with the .dds files using the nwn hak editor. But for some reason, this didn't seem to turn out very well for me. When I added my new hak to a module to have a look at it, the tileset in question was completely white/blank. Sounds like there's something I'm missing here, though I'm not sure what it is.


 


Also, please forgive the somewhat dumb question, but you said "amend the entry to include the Haks."


I'm not really sure what you mean here. Please could you explain?



               
               

               
            

Legacy_MissJaded

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Castle And City Override Textures (by Migrate Wizard)
« Reply #4 on: November 28, 2015, 04:21:45 am »


               


 


 


Not many people realize how bad it is to have a lot of stuff in the override. There's no need to put stuff into your override folder at all unless you create new content and want to test it without having to make a hak.

 


I'm guessing that too much stuff in the override at once would cause some weird conflicts. But yes, when I first downloaded those files, I was happy to put them in the override only temporarily so that I could just have a quick look at the nice new appearance and play with it a bit (even taking a character into the game itself to have a look at it that way too) before removing the files from the override and deciding to try and make them into a hak.


 


 


 


Hak packs used as patch-haks are far more efficient. You can decide which ones you want to use at a time and which ones you don't want and can simply turn them on or off. Conflicting content is far easier to find than if it is all put into one folder where one file may be overridden by another.

 


Exactly! I couldn't agree more with anything you have said here. And I really like the idea now, how I can use a  good deal of variety, (instead of just 1 that covers all) considering how much


fantastic new nwn content has been made for nwn these days by lot of very clever people in the community. And as they say, "variety is the spice of life." '<img'>


 


 


 


You also said that all the textures were TGAs. Those would only work as an override for textures that only exist as TGA in the game. If the game textures are DDS they won't be overridden by TGAs. That's why Pstemarie converted them all to DDS.

 


That makes sense to me I think. Though as I mentioned above, I know there must be something I'm missing.


I can't quite work it out right now though.


 


 


P.S. Zwerkules, I have been aware of the fantastic and beautiful looking facelift and the other various tilesets that you have made.


I really like those a lot. What a beautiful job you have made. Besides the different building types, I do really like how you have changed the appearance of the grass textures too. It looks a lot nicer in some way than the original type that Bioware created way back when, and the different appearance of the road tile to match too.


Wonderful job there I think. '<img'>


 


 




               
               

               
            

Legacy_T0r0

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Castle And City Override Textures (by Migrate Wizard)
« Reply #5 on: November 28, 2015, 05:53:32 am »


               

NWN dds is speciific to NWN. So the little program from a random website is in all probability, the wrong one.


Try this one



               
               

               
            

Legacy_MissJaded

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Castle And City Override Textures (by Migrate Wizard)
« Reply #6 on: November 28, 2015, 12:14:29 pm »


               


NWN dds is speciific to NWN. So the little program from a random website is in all probability, the wrong one.


Try this one




 I just tried out the one in the link you provided and this worked like a treat.


This is a very handy little tool for this particular job. Thanks a lot for providing that.  '<img'>


               
               

               
            

Legacy_Pstemarie

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Castle And City Override Textures (by Migrate Wizard)
« Reply #7 on: November 29, 2015, 12:47:46 pm »


               


Hmm..... I downloaded a little program from a random website that converts .tga files to .dds, then I made a hak with the .dds files using the nwn hak editor. But for some reason, this didn't seem to turn out very well for me. When I added my new hak to a module to have a look at it, the tileset in question was completely white/blank. Sounds like there's something I'm missing here, though I'm not sure what it is.


 


Also, please forgive the somewhat dumb question, but you said "amend the entry to include the Haks."


I'm not really sure what you mean here. Please could you explain?




 


"Amended the entry" means I uploaded the HAK files to each entry on the Vault - I'm an admin there and can do that  '<img'>