another great ressource of free textures: http://www.mayang.co...tures/index.htm
Custom Content Tools
Débuté par
B_Harrison
, juil. 14 2010 12:15
#26
Posté 17 août 2010 - 12:23
#27
Posté 17 août 2010 - 12:39
Added the link. Thanks Jez!
#28
Posté 10 septembre 2010 - 02:15
I'll be updating the NWN1 Custom Content Guide, try to whip into a more exhaustive resource with a focus on guides to using max and Photoshop to make models and textures.
#29
Posté 10 septembre 2010 - 02:40
Morikahn wrote...
I'll be updating the NWN1 Custom Content Guide, try to whip into a more exhaustive resource with a focus on guides to using max and Photoshop to make models and textures.
You sir shall be my hero. I wonder if the online CCG 3.1 that Brian put up could be edited? Or is that your plan?
CCG
Modifié par Calvinthesneak, 10 septembre 2010 - 02:41 .
#30
Posté 10 septembre 2010 - 04:09
Thri has given me some sort of admin access to the CCG. To prevent spam bots from destroying the front page, most users can not edit it. I've started laying out my plan to rebuild the site here
http://ccg.animecafe...le=CCG_Redesign
http://ccg.animecafe...le=CCG_Redesign
#31
Posté 28 septembre 2010 - 01:04
It took me quite a while to get the resources you listed there. That is a helpful list that will save a lot of time for any cc builder!
I do like int19h's 2DA/TLK Editor though mostly I use it for 2DA editing. It has easy hex editing for many 2DA's (ex. spells, classes), multiple tabs, column names remain at the top as you scroll down, and the like. You do need .NET framework 3.5, however.
I do like int19h's 2DA/TLK Editor though mostly I use it for 2DA editing. It has easy hex editing for many 2DA's (ex. spells, classes), multiple tabs, column names remain at the top as you scroll down, and the like. You do need .NET framework 3.5, however.
#32
Posté 29 septembre 2010 - 04:34
Tlkedit 1.3b does the same thing, requires net framework as well I belive.. or maybe just Java
#33
Posté 30 septembre 2010 - 11:27
Calvinthesneak wrote...
Tlkedit 1.3b does the same thing, requires net framework as well I belive.. or maybe just Java
Just tried that one out and it's not bad but I think the other is better. One nice feature the other has is dual windows showing rows and everything from the current row w/o having to scroll right. Also, I had to download a file to make Tlkedit run (msvcr71.dll) and it required me to allow it through my firewall which just bugged me in principle.
#34
Posté 04 octobre 2010 - 03:33
#35
Posté 24 novembre 2010 - 12:07
NWN Override Manager by Lord Sullivan even though it not final
It go under project organizer
and many other uses.
nwnom.sourceanvil.com/
It go under project organizer
nwnom.sourceanvil.com/
#36
Posté 01 décembre 2010 - 06:34
#37
Posté 10 décembre 2010 - 07:26
This tutorial and template is very handy for making custom loadscreens.
http://nwvault.ign.c...r.Detail&id=266
http://nwvault.ign.c...r.Detail&id=266
#38
Posté 23 décembre 2010 - 08:00
While this could go in a multitude of catagories I am putting this here as this seems like a pretty cool tool for custom content AND server admins.
Server Custom Content Downloader / Updater
The nwn server updater is a java program designed provide players with an easy way to download and stay up to date on the custom content used in the servers they play. It works by downloading a text file hosted by the server admin which contains a list of the files required to play on their server. It then compares this file to the files in your nwn directory and downloads any of the files you don't have. Once finished, it places the files in the correct folder so you are ready to play as soon as it's finished.
Please take a look at the readme before using this program.
Latest Version: 0.2 beta
Special Thanks to Zunath and his teams at Solar Odyssey Online and Revenge of the Dead for their help in designing and testing this program.
If this works as advertised I think this is a great tool and am glad it is out there.
Server Custom Content Downloader / Updater
The nwn server updater is a java program designed provide players with an easy way to download and stay up to date on the custom content used in the servers they play. It works by downloading a text file hosted by the server admin which contains a list of the files required to play on their server. It then compares this file to the files in your nwn directory and downloads any of the files you don't have. Once finished, it places the files in the correct folder so you are ready to play as soon as it's finished.
Please take a look at the readme before using this program.
Latest Version: 0.2 beta
Special Thanks to Zunath and his teams at Solar Odyssey Online and Revenge of the Dead for their help in designing and testing this program.
If this works as advertised I think this is a great tool and am glad it is out there.
#39
Posté 15 janvier 2011 - 06:26
I found this superb seamless texture creator. http://www.spiralgraphics.biz/
The free viewer and the seamless wood texture creator are awesome.
The free viewer and the seamless wood texture creator are awesome.
#40
Posté 18 février 2011 - 12:09
For those times when you finally get around to compiling your models and you discover that the tool you're using much prefers your .mdl files to end in .ascii I have recently discovered Ant Renamer Portable which I find saves a lot of time.
TR
TR
#41
Posté 01 mai 2011 - 07:19
For the last 5 1/2 years, I've made extensive use of the NWN2daTool Excel Spreadsheet by Syrus Greycloak.
It's an excel file with some handy macro buttons. I do a lot of 2da editing for my PW, and this makes the data easy to import, manipulate, and export again. I keep my 2da files stored in this file all the time, so I can color-code data for later reference and faster scanning for particular sections. Plus, Ctrl+F means easy searching.
It's an excel file with some handy macro buttons. I do a lot of 2da editing for my PW, and this makes the data easy to import, manipulate, and export again. I keep my 2da files stored in this file all the time, so I can color-code data for later reference and faster scanning for particular sections. Plus, Ctrl+F means easy searching.
#42
Posté 16 juin 2011 - 09:54
Well, this is a little embarrasing. My mod has taken so long to build that now I want to make the end movie I can't remember how I made the intro movie! Since I can't access the old forums I was hoping I might find some info here. Any pointers?
#43
Posté 24 juillet 2011 - 04:02
I've just found the sweetest little 3D model converter. I'm currently ripping off Titan Quest models
, converting them to 3DS format, importing them and saving them as MDL format. The textures are a real pain as they use their own .TEX format but the basic meshes are intact. web.axelero.hu/karpo/
#44
Posté 24 juillet 2011 - 04:07
What do TQ models look like in NWN?
#45
Posté 24 juillet 2011 - 05:54
Without the bumpmaps they lack the detailed surface textures but they convert very well. not too many polys on them either. TQ doesn't use just 512 x 512 textures either. I've just found one that's 2048 x 512!!! that will complicate things skin wise I think. LOL
#46
Posté 24 juillet 2011 - 04:08
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)
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)
#47
Posté 24 juillet 2011 - 11:28
Cool. I always thought NWN could only handle square textures. Or do I leave half blank or possibly double them up?
#48
Posté 25 juillet 2011 - 12:07
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.
#49
Posté 05 septembre 2011 - 05:20
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
You can find a list of computer related classes here and a link.
http://harvestmoonco...php?f=29&t=2370
#50
Posté 06 septembre 2011 - 01:53





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