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Custom Placeables. (Missing MotB Placeables in Toolset)


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#1
IxionReborn

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I'm still working on putting custom content in, I just recently put in a placeable (Temple Building), followed some tutorial where it told me to make the str ref number (or something like that) in the placeables.2da file  38 so it would say "Oops!" in the appearance list.

Well everything that was supposed to happened happened, except that a majority of placeables, specifically from MotB are invisible and do not appear when clicked in the toolset.

I'm guessing this means I have to create a custom tlk file, which I still cant find a good tutorial for, or fix something I did wrong in the placeables .2da.

I also added a custom music track in the ambientmusic.2da but that works fine and I don't think thats the problem.


This issue is probably one of the main obstacles I'm having right now to easily make custom content for the community. Help would be appreciated!

Thanks,
Ixion.

Modifié par IxionReborn, 14 février 2011 - 07:28 .


#2
IxionReborn

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Man.... well I found out the problem... (again).

I grabbed the placeables.2da instead of the one from X2...

Well anyway... I still don't know crap about .tlk files, so if someone could enlighten me that would be great.

Also a problem I still havent solved is the transparency glass issue, which is posted on this forum as well..


Thanks again...

Ixion

#3
Hellfire_RWS

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you don't need to mess with the TLK. In the 2da where it says stref put**** and it will display the info from the name column.


Note that if an object is flagged Glow (nolight), it
will become translucent and draw additively in the game. If you want
your glowy object to be opaque, a self illumination texture or
“glow-map” needs to be utilized. The name of a glow-map texture needs
to end with _i.

Modifié par Hellfire_RWS, 14 février 2011 - 09:21 .


#4
Dann-J

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Hellfire_RWS wrote...

you don't need to mess with the TLK. In the 2da where it says stref put**** and it will display the info from the name column.


Thanks for that tip - up until now I'd been searching through the TLK files via keywords to find something remotely resembling the placeable name. You've just saved me a lot of time in the future. Posted Image

#5
c i p h e r

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The TLK is essentially a language file. It allows you to create object names and descriptions independently from locale. STRREF is a TLK line reference, so depending on the version of the game you have (German, French, Spanish, English, etc), the text at that line number will display for your game/language.

#6
IxionReborn

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Hellfire_RWS wrote...

Note that if an object is flagged Glow (nolight), it
will become translucent and draw additively in the game. If you want
your glowy object to be opaque, a self illumination texture or
“glow-map” needs to be utilized. The name of a glow-map texture needs
to end with _i.


Yeah I found out eventually,    Where do I flag it as Glow(nolight)? In the user defined tab of the object properties in 3ds max, or some hidden setting in the nwn2 toolset?    

-Yeah I've been using a glowmap, with it ending in _g though..
Sounds like this might fix it, cant wait to hear back from you

I'm not sure if I made it clear, but the actual glass part isnt (supposed to be) glowing, and I dont want the entire model to glow. Just the sphere which is designated on the alpha of the glow map

As always you guys are awesome, Thanks
Ixion

Update: I made the glass and the rest two different parts, putting the Glow(no light) flag on the glass pieces, put the two parts together as one using base item torch, and the glass is still opaque covering the glowing orb.

Modifié par IxionReborn, 14 février 2011 - 11:26 .


#7
Hellfire_RWS

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Which Plug in are you using?   either one and you can go to the utilities tab and configure button sets

If you are using Exportron, add the button "Exportron Utility"

If you are using Tazpn, add the button "NWN2 MDB Utility"

It will give you easy options to add properties to a Model, it makes life easier :)

Posted Image

Modifié par Hellfire_RWS, 14 février 2011 - 11:40 .


#8
Hellfire_RWS

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thsi is what the flag glow no light does ot a model.. this is the flag only

Posted Image

#9
ArtEChoke

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The map names don't matter btw. For quick in-game tests on meshes (usually for scale purposes), I use files named "generic_normal_map," etc. They still glow or function as intended.


#10
IxionReborn

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Had to do some tweaking, but eventually got it to work!

Thanks a lot!