Aller au contenu

Photo

How to create custom load screens


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
PJ156

PJ156
  • Members
  • 2 982 messages
I posted this on the old forum. Took me a while to write and I did not want to lose it (particularly as I have been back to it myself twice) Posted Image

For those who have not done this and want to, here is how I did it. By way of a disclaimer, I am not an expert with the tool set and thus please take all that I say below in the spirit it is intended, that is, friendly advice. I am pretty sure you can find all this elsewhere, I just thought it may be of help to new modders who did not know this project was possible.

This project requires that you modify a 2da file sourced from the main nwn.2da files in the nwn2 folders. I strongly advise you do not modify the file or folder in the game. Copy the 2da file to another place mod it and then when you hak it to the mod it will override the default file. Modifying the NWN material in situ is, in my mind, a bad idea.

Tools you will need:

Something to pack up your .hak file.

Click Here

Something to modify 2da files

Click Here

Something to save you pictures to tga format. I use paint.net which you can get here:

http://www.getpaint.net/download.html

You are also going to need to copy your loadscreens.2da from you Neverwinter nights folder. Likely to be in program files/neverwinternight2/data/2DA. Copy that to a place where you can mod it without affecting the default game properties. A convenient place is the folder in which you intend to store all the pretty pictures you are going to make.

Right you are then, ready to start.

Start by capturing your screen shot, either in the mod or in game. - Remembering that the H key will clear the icons from the screen in game and you can use the filters in the toolset to hide the things you don't want to see (waypoints etc). When you have your picture press PrtScn.

Open your chosen paint package and set your picture to 1600 x 800 - In paint I can do that by selecting file/new. That gives me the option to set the size (note I think this size is right, I have read this somewhere but I cant find it again to confirm – and my source may have been wrong in the first place). Press CtrlV or paste in your picture, get it set up the way you want and save as. When given the file selection, you want a .tga format. Save this to a folder and rinse and repeat for as many pictures as you need. Note paint.net allows you to do some pretty cool things to customise your screens giving your mod a different look.

Okay, you have pictures. Now name them sensibly - You are going to have to find these in a long list of other images so prefix them all the same. Something beginning with r will help as your areas will, by default, have random allocated to the loadscreen so you will be in the r's when the list opens up. Keep the names simple (you will see why in a minute)

Now to the 2da file. - Need to modify this so that it can see your pictures. Open TlkEdit and click on file open. Navigate to your folder and click open on your copied Loadscreens.2da.

Now do the following.

  • Scroll to the bottom of the file where you will find a blank line.

  • Double click on the blank cell in the column BMPResRef.

  • Input your picture file name exactly as it is named on the tga file. (now you know why you kept the names simple)

  • Next double click scripting name and put the same name in there.

  • Next double click on label and put the same name in there.

  • You will now see that a new blank row opens up ready for the next file if you have one.

  • When you are done click save and close the application.
Note - Do not change the name of the Loadscreens.2da file.

The tag you see when you come to use the picture will be the name in the column label.

That's it, screens made 2da complete.

Next open your nwn2packer.

  • Select new

  • Select import and navigate to your folder.

  • Highlight your Loadscreens.2da and all of your pictures.

  • Click open
Back in the packer:

  • Click save as

  • Given the file a relevant name and type the ending as .hak

  • Click save
[*]
[*]Copy your file to your mydoc/nwn2/hak folder.

Now open the toolset and your module.

Select view/module properties and open the properties window. - You will see a place for associating haks under misc on line 4.

Click on the drop down box

  • Select add

  • Select the filename box in brown on the right hand side, a new drop down box will appear.

  • Select your brand new *.hak file

  • Select open

  • Select ok
Save your mod
Restart the toolset
Open you mod.


Now when you open your area highlight the area name on the area tab. When you open the properties panel you will then see your area properties. Under general row 5 is loadscreen. Select this then the drop down box. There will appear a list of all of the load screens. Usually this will open on random, so if you started your name convention with an r you will be close to your screen. Select your screen by double clicking and you are done.

Now when you enter your area you will have your own pretty picture in the load screen.

Modifié par PJ156, 15 juillet 2010 - 08:01 .


#2
LeeMer47

LeeMer47
  • Members
  • 111 messages
Yep, 1600 wide by 800 tall. You can find the originals in D:\\Atari\\Neverwinter Nights 2\\UI\\default\\images\\donotatlas, donotatlas_x1 or donotatlas_x2. You don't have to make loadscreens from screenshots. You could use any Targa picture. You could also copy the originals and replace them with a new image, skipping the whole 2da process. Just don't copy over the originals.

#3
kamalpoe

kamalpoe
  • Members
  • 711 messages
This should probably be in custom content, not modules. I wonder if mods have moving power here?

#4
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Why Yes, yes we do. I am somewhat curious, though.

Thoughts: Is this better in the Custom Content Section or do you suppose it's more apropos to the Toolset Forums?



dunniteowl

#5
E.C.Patterson

E.C.Patterson
  • Members
  • 163 messages

dunniteowl wrote...

Thoughts: Is this better in the Custom Content Section or do you suppose it's more apropos to the Toolset Forums?

l


I say Toolset.

#6
PJ156

PJ156
  • Members
  • 2 982 messages
My mistake I meant to put this in Toolset.

I will move it once we have agreed some structure for information capture.

I think this will be a good thing about this move. Once we have a coherent structure (mokahTGS has started a thread for this - perhaps that is a good way forward) mini tuts like this can be pulled out of the the old forum and be gathered here it may make information easier to find but its a lot of work.

The old forums had more than 9 million posts. Distillation would be good, perhaps we have just been given an opportunity.

PJ

Modifié par PJ156, 16 juillet 2010 - 06:11 .


#7
Morbane

Morbane
  • Members
  • 1 883 messages
On the subject of load screens - has anyone noticed that the toolset now provides a pretty big thumbnail for virtually all the listed files in the module properties/loadscreen - this must be from the latest patch but I just noticed it recently. Just FYI

:D

#8
LeeMer47

LeeMer47
  • Members
  • 111 messages
NX1 and NX2 images don't show up for me in the area properties Load Screen. But my 78 custom loadscreens all show up.

#9
Omega27

Omega27
  • Members
  • 198 messages
I have a question can this be done with in a NWN1 module? Or is it only for NWN2?

#10
PJ156

PJ156
  • Members
  • 2 982 messages
I'm sorry I dont know.

#11
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
I'm guessing that someone in the NWN forums knows the proper procedure to use. Try going here:

NwN 1 Builders - Toolset

Pretty sure someone there will know and then you'll be able to compare.

dno

#12
Alupinu

Alupinu
  • Members
  • 528 messages
Shouldn't this be in the "How to:" sticky for future reference? Or at least Pj’s first post?

...Oops and so it is, my bad. lol

Modifié par Alupinu, 10 janvier 2011 - 06:22 .