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Weapon model overview


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#101
Adonnay

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@shadow5973: Those things are not in any GDA but the *.uti files that are not editable (yet?) as far as I understand.
You can only edit the enchantments of weapons you have equipped with the savegame editor but not the armor or damage rating (which is actually determined by the level of the item I think).

Edit: Well you may try this editor but don't expect a wysiwyg editor :P

Modifié par Adonnay, 26 mars 2011 - 09:44 .


#102
Ad Dugg

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Great thread!

Just need the same thread for armour now.

#103
Darke1

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Hi, does anyone know the item codes for the following two pieces of chest armour please?

This is for use with the gda editor.

Robes of the Overseer (Chest) ...i now have this, being rob_chaa

Robes of the Void (Chest) ...the code rob_appa is close, but the wrong colour.

Does anyone know the gda editor codes for the skins used for the following please?

Robes of the Void (Chest) so probably rob_ ???
Gloves of the Overseer (Gloves) so glv_????
Boots of the Overseer (Boots) so boo_???

Thanks very much.

Modifié par Darke1, 26 mars 2011 - 04:45 .


#104
shadow5973

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@Adonnay: It seems that the .uti files are inside of the designerresources.rim. I can pull the .uti files out with the gff4editor and edit them with the linked editor for NWN2, but when the modified .uti is placed in the override folder it doesn't have any effect. It seems that the .uti files need to be edited while still inside of the designerresources.rim so the modified designerresources.rim can be placed in the override folder with the modified .uti file inside it.

Edit: I can open the .uti file while its still inside the designerresources.rim with the gff4editor, but there is no way to edit it. Sucks that I can open the .uti file with out extracting it from the designerresources.rim, but I can't edit it like that.

Modifié par shadow5973, 26 mars 2011 - 04:10 .


#105
Adonnay

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Not quite. You can extract the uti, edit it using the NWN2 editor, and place the uti inside an .erf package into the override folder (doesn't matter what the erf archive is called).

However you must spawn the item again after you edited it, the changes won't carry over to any items within your savegames.

#106
MinerVAX09

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Hi, does anyone have any idea why some swapping have bugs? Like invisible swords/daggers?

#107
Adonnay

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Make sure you also swap the file paths correctly. Search the item_variations.gda for the correct paths.

#108
shadow5973

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I'm working on putting together a list of all of the .uti files and what item codes that they correspond with. Unsure when I will be finished with this, but most likely in the next week or so.

Edit: And yes, I am saying that it is possible to mod the .uti files. :D

Modifié par shadow5973, 28 mars 2011 - 02:30 .


#109
shadow5973

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Darke1 wrote...

Hi, does anyone know the item codes for the following two pieces of chest armour please?

This is for use with the gda editor.

Robes of the Overseer (Chest) ...i now have this, being rob_chaa

Robes of the Void (Chest) ...the code rob_appa is close, but the wrong colour.

Does anyone know the gda editor codes for the skins used for the following please?

Robes of the Void (Chest) so probably rob_ ???
Gloves of the Overseer (Gloves) so glv_????
Boots of the Overseer (Boots) so boo_???

Thanks very much.


If i'm thinking of the correct robes, it sould be:

gen_im_arm_hlm_lgt_set_high
gen_im_arm_cht_lgt_set_high
gen_im_arm_boo_lgt_set_high
gen_im_arm_glv_lgt_set_high
(for Robes of the Overseer)
:wizard:

Modifié par shadow5973, 28 mars 2011 - 03:07 .


#110
Adonnay

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Not really impossible... I've changed i.e. the level of a weapon using the NWN2 editor. I'm just not sure if you can edit everything in the uti just as easily.

#111
ZephSunstrider

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Adonnay wrote...

@shadow5973: Those things are not in any GDA but the *.uti files that are not editable (yet?) as far as I understand.
You can only edit the enchantments of weapons you have equipped with the savegame editor but not the armor or damage rating (which is actually determined by the level of the item I think).

Actually, you can edit the damage and armor rating via save game editor.
You just need to increase the value for the appropiate item property; You go to the list where the editor shows you the item's properties, and pick the one you want to increase. Check what position it has and then look at the value under item_properties_power. You'll most likely see something like this: 1065353216.
I don't exactly know how these numbers translate to something comprehendable.
Small example: I increased the Staff of Parthalan's damage by adjusting the item property 5400 on position 0 (which, I think, refers to the item's level or something), and changed the above number to 1067353216. That amped up the staff's damage a few points.

I'm too tired right now to explain it any less confusing. I'll see if I can upload a tutorial or something tomorrow, in addition to a mostly complete list of item property codes.

#112
Chochi135

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 Has anyone been able to spawn the w_dger_107a dagger? I cannot, for the life of me, find the dagger either through gff edit or vaddi/vaddin. Ive tried all names dagger,knife,tooth,fang,arm,blood,death, etc etc.

#113
ZephSunstrider

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Chochi135 wrote...

 Has anyone been able to spawn the w_dger_107a dagger? I cannot, for the life of me, find the dagger either through gff edit or vaddi/vaddin. Ive tried all names dagger,knife,tooth,fang,arm,blood,death, etc etc.

First, try using the vaddi parameter with _dua_. That should list most or all weapons that are meant to be swung dually.
Second, I think some models are unused in the game, and don't appear at all.

#114
Chochi135

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I have tried dua, dag, rog, i have tried all pathnames to try to find it. And its pictured in the daggers from this post.

#115
ZephSunstrider

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Chochi135 wrote...

I have tried dua, dag, rog, i have tried all pathnames to try to find it. And its pictured in the daggers from this post.

As I said, some models may have been left out of vanilla gameplay by the developers. Adonnay most likely switched models around to get them to show up (that must've been tedious work...)

#116
Adonnay

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You have no idea ;)

The dagger template references should be pretty much complete. If there's no item reference on the picture the mesh most certainly hasn't been used. Only the daggers and longswords should be complete however, not so sure about the greatswords and the rest.

#117
ZephSunstrider

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Adonnay wrote...
You have no idea ;)

I actually have a moderately good idea of it, since it's pretty similar to what I had to do to get my (just recently posted) item properties list. Change an item's property by one digit upwards, save the savegame, load it ingame, note the property the item now has; rinse and repeat.
I imagine the way you did it was about the same, except replace item property with model filename, and load savegame with restart game. Plus all the screenshots :o

#118
shadow5973

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This is a list of the .uti files found in the designerresources.rim along with the item codes that they correspond to.
 

http://social.biowar...t/4446/#details

*If anyone knows were any more .uti files are located that are not in this list, please let me know.

Modifié par shadow5973, 29 mars 2011 - 05:55 .


#119
Adonnay

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Perhaps you forgot to make the file public? Because I can see no list :)

#120
Adonnay

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I've uploaded three of my meshes for people as replacers. You have to make the replacements yourselves though since I don't know which weapon models you'd want replaced.

DANexus

#121
ZephSunstrider

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Adonnay wrote...

I've uploaded three of my meshes for people as replacers. You have to make the replacements yourselves though since I don't know which weapon models you'd want replaced.

DANexus

Beautiful work as ever. Now if you'd have something less... "elfy", I'd be a happy person!

#122
Rheia

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Adonnay! Thank you so darn much!

I'm sure I wasn't the only one who was disturbed by the Hayder's Razor's model or several other blades that took up 3/4th of character's back. It looked ridiculous, and I was constantly editing the models to look like either a barbarian blade or the dalish greatsword with the editor.

These are so much better.

*bows*

#123
aduellist

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Adonnay wrote...

I've uploaded three of my meshes for people as replacers. You have to make the replacements yourselves though since I don't know which weapon models you'd want replaced.

DANexus


Said it already over on the Nexus, but will repeat here.  Huzzah!

#124
Adonnay

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I'm not very happy with the lighting and some other stuff yet (probably never will, I'm too damn picky) but I why not share anyway. I hope you have fun with them...

@Zeph: Uploaded a long sword and soon a greatsword

#125
Killjoy Cutter

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Wow... there really are some forms there that would be more dangerous to the wielder than to anyone they were fighting... ugh.