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#1
Dann-J

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Below is a list of models that exist in the game but aren't referenced by any blueprints. Some of them were never finished, but several of them look quite good. The broken well and the four-sided fireplace look particularly good.

The list doesn't include any of the non-weapon items that were originally intended to be equippable (the model names all start with i_). I've already converted a few of those into visual effects for NPC animations (see Handy VFX).

We can also list textures, sounds or FX in this thread. Feel free to contribute your own discoveries.

Bearbeitet von DannJ, 26 August 2012 - 11:03 .


#2
Dann-J

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<<-- MODELS -->>

<< PLC_MC_* - City Placeables >>

plc_mc_hearth01 (free-standing four-sided fireplace)
plc_mc_ledger01 (a ledger, candles and an inkwell on a bench)
plc_mc_tmarkr01 (town marker?)
plc_mc_tmarkr02 (town marker?)
plc_mc_tmarkr03 (town marker?)
plc_mc_torchcov (some sort of roof with a torch on it - missing texture, no polygons underneath)
plc_mc_wellbrk01 (broken well)


* plc_mf_totem1 (wooden totem pole with human faces and arms)


<< PCL_MR_* - Mask of the Betrayer (Mulsantir?) >>

plc_mr_fortwall01 (big wooden palisade section)
plc_mr_saw01 (large double-handled saw with additional polygons - missing texture)
plc_mr_traint01 (large training dummy with an arrow in it)
plc_mr_wheelbar2 (low wooden wheelbarrow)


plc_ms_trackshm (human tracks in the mud)


<< PLC_N* - Natural Placeables >>

* plc_nf_boulders1 (grey boulders)
plc_nf_webs01 (grey boulders with spider webs and cocoons)
plc_nf_webs02 (dead tree with spider webs and cocoons)
plc_nr_crops01 (low plants in furrows)
plc_nr_crops02 (skewed crops in furrows - vertical instead of horizontal)
plc_nr_crops03 (tall maize or sugar cane in furrows)

# plc_ns_wfpatchl1 (large patch of wildflowers)
# plc_ns_wfpatchm1 (medium patch of wildflowers - needs alpha channel)
# plc_ns_wfpatchs2 (small patch of wildflowers - needs alpha channel)


[# The wildflower models have many intersecting polygons on the same plane
which interfere with each other when the camera is moved]

[* These are in placeables.2da beginning with the word 'Forest', but not in any blueprints]


<< Update: 4th Sep >>

plc_br_bench01 (hollow log)
plc_mc_trough01 (wooden trough)
plc_mc_trough02 (wooden trough)
plc_mc_rubble (spiked stone rubble)


<< Found by PJ156 >>

plc_mc_drawers (dark wooden drawers - Drawers{CityMDrawers} in appearance.2da)
plc_br_stable01 (roofed stable - RuralBStable1 in appearance.2da)
plc_br_stable02 (unroofed stable - RuralBStable2 in appearance.2da)
plc_bs_house01_stilts (house on stilts)

Bearbeitet von DannJ, 03 September 2012 - 10:41 .


#3
kamal_

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Interesting. Here is the totem. All I did was duplicate a placeable and set it to the totem's experience. It didn't seem to affect the walkmesh, as if it was environmental. The rock was unremarkable.
250x150https://dl.dropbox.com/u/3879894/NWN2_SS_082612_194323.jpg[/img]

Bearbeitet von kamal_, 26 August 2012 - 11:50 .


#4
kamal_

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EC's Super Includes makes 100's of Obdisian/Bioware functions that were used in the official game available. nwvault.ign.com/View.php

#5
PJ156

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NICE !

Try:

CityBInn1.
Drawers{CityMDrawers}

I also found two very nice stables and a chest of drawers but I am not finding the one Dann or Kamal_ refers to. I will post what I found in pictures tonight.

What I have done is created a new BP the scan through the appearances. Is that what you have done or am I missing something?

PJ

Bearbeitet von PJ156, 28 August 2012 - 07:07 .


#6
Ticladesign

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I dont think so.. you can only select the appearance of a placable that is in the pull-down list, and these are not shown. Maybe they're using a Model viewer? Rather interetsed to know how you get to make those available in the toolset, because I can't make them to show up.

#7
kamal_

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PJ156 wrote...

NICE !

Try:

CityBInn1.
Drawers{CityMDrawers}

I also found two very nice stables and a chest of drawers but I am not finding the one Dann or Kamal_ refers to. I will post what I found in pictures tonight.

What I have done is created a new BP the scan through the appearances. Is that what you have done or am I missing something?

PJ

PJ: the appearance for the totem is ForestMTotem1L. I was able to walk right through it, so it appears it was not given a walkmesh.

Ticla, most of those others are missing entries in the placeables 2da file, so you'd have to edit that to create entries for them, then blueprints. Only the two dannJ specifically starred had 2da listings.

#8
PJ156

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Okay, pictures to come of those I found this morning but can you expand what you have said Kamal_ I have yet to add any blueprint through the modification of a 2da, I have added music so I am not entirely hopeless.

Can you give me a short bullet list for the steps or point me to one?

Would be most grateful.

PJ

#9
kamal_

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Right click an existing placeable in the toolset placeable menu and select copy (module or campaign doesn't matter). Now go to the properties for the newly created blueprint and set the appearance to the value you want (ForestTotem for example). You probably want to give this new blueprint a name/tag to match the appearance, but it's not necessary. Place your new placeable ingame like you would with any other placeable.

#10
M. Rieder

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You make the model available by adding lines to the .2da, then you can create a new blueprint. There are several things that have to happen.

1) model files and textures and things must be in the overried, campaign folder, or .hak
2) appropriate .2da must be modified (in this case, placeables.2da) to add the models so the toolset knows they are there
3) a new blueprint must be made from within the toolset.

Edit to add:

BAH!  My first post in months and I get ninja'd by kamal!

Bearbeitet von M. Rieder, 28 August 2012 - 05:42 .


#11
kamal_

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M.Reider, these are things that are already in stock game files, just not referenced, so putting models/textures into an override/hak is not needed. Some of the models need a modified placeable 2da, but some like the totem don't need anything other than a blueprint.

#12
Alupinu

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That totam is cool, think I'm going to have to use it.

#13
PJ156

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kamal_ wrote...

M.Reider, these are things that are already in stock game files, just not referenced, so putting models/textures into an override/hak is not needed. Some of the models need a modified placeable 2da, but some like the totem don't need anything other than a blueprint.


Its the modified placable 2da bit I dont understand.

This is what I have found so far that do not need owt but a new blueprint. How do I get DannJ's other stuff into the placeable 2da and what lines should I use?

Posted Image
Above you can see ... (note the furniture and hay are scaled)

CityMHay02
CityBDock,Good3 (theres a 2 as well but its not shown here)
RuralBStable2
RuralBStable1
CityBInn1
Drawers{CityMDrawers}

Stable 1 is first prize there is so much that can be done with that and its fully tintable. Have I put anything up thats in the toolset and I have just notseen it?

The drawers look familiar but I could not find them in the standard list.

PJ

#14
kamal_

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You would want to reserve lines in the placeable 2da. A list of the reservations is kept somewhere (the nwn2 wiki iirc). By reserving them people won't overwrite them and it will get included in master 2da. I'd check those things first, someone could have already discovered these. Remember to leave some padding in case you miss some or more get discovered.

Then you'd need to edit the placeables 2da like any other 2da editing, to add your entries at the lines reserved. The updated placeables would have to go in your override/campaign/hak whichever.

Then you need to create new blueprints.

I've seen city drawers before, its in a placeable group prefab pack I have. It stacks well to make things like card catalogs (when made narrow), apothecary style medicine cabinets, of walls of drawers.

#15
Vekin101

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It would be very nice for some who has all this stuff sorted out could post up edited 2da file or hak with theses files in for the community to use.

#16
kamal_

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The hidden vfx nwvault.ign.com/View.php

#17
Dann-J

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I found all of these models by using the Effects Editor. I chose a model effect, then browsed the dropdown list of all the MDBs in the game until I found names that I couldn't assign to known placeables with blueprints (having memorised them all, of course). Then I just played the effect, and the model appeared superimposed on 'average man' in the Effects Editor preview window.

Placeables.2da is one of the easiest to edit. It really only needs a reference to the MDB name (minus the MDB extension), and whether or not it blocks line of site (a 1 or a 0 in the appropriately named column). It's all of a couple of minutes work in the toolset to add a few new entries in manually.

I've had another look at the 'forest totem', and it seems that the weird shaped walkmesh clip was due to having too many static placeables in the one tile. Re-baking after setting a few of them to environmental objects resulted in a nice neat little square being clipped out around the base of the totem.

#18
kamal_

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DannJ wrote...

I've had another look at the 'forest totem', and it seems that the weird shaped walkmesh clip was due to having too many static placeables in the one tile. Re-baking after setting a few of them to environmental objects resulted in a nice neat little square being clipped out around the base of the totem.

Hmm, I walked right through mine. Probably because I copied mines-cobble, which is walkable.

#19
PJ156

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Try also

PLC_BS_House01_Stilts

Is there a simple way to remove wagon 01 from 01B plc_mr_waggon01 I would really like to take the hay out and build my own deck plate.

I used the model viewer rather than the effects editor. I copied the content of the data file from a the vanilla install and broswed the files in the viewer. I will add some of the blueprints tonight and look at them in game. 

Regards,

PJ

Bearbeitet von PJ156, 29 August 2012 - 07:20 .


#20
PJ156

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Also for tonight I want to try calling part of a model,

PLC_BC_BOATHZ01_01

Is the boat for one of the boathouses. It is a new boat model with a rope to the dock.

Worth a try as the othe boat house also has a tintable boat model though perhaps too basis.

PJ

#21
Dann-J

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If they are multi-part models, then you can use SnipMDB to split out their constituant parts. Here's how I recently split the ledger model that Tchos discovered:

The SnipMDB 'list' command generates a CFG (configuration) file listing the components of an MDB. The following DOS command could be executed from a command window, or from a *.bat file, with the ledger model in the same folder as SnipMDB:

snipmdb list "PLC_MC_LEDGER01.MDB" "PLC_MC_LEDGER01.cfg"

The following is the CFG file it generates:

--
[Target]
Output=PLC_MC_LEDGER01-out.MDB

[Sources]
1 = PLC_MC_LEDGER01.MDB

[Map]
RIGD PLC_MC_LEDGER01 = 1
RIGD PLC_MC_LEDGER01b = 1
COL2 PLC_MC_LEDGER01_C2 = 1
COL3 PLC_MC_LEDGER01_C3 = 1
--

It indicates there are two components to the model; PLC_MC_LEDGER01 (the table) and PLC_MC_LEDGER01b (the objects on the table). I was hoping the candles and ink well were also separate, but it turns out they're not.

Modifying the CFG file as below allows you to strip out just the objects on the table:

--
[Target]
Output=PLC_MC_LEDGER01-out.MDB

[Sources]
1 = PLC_MC_LEDGER01.MDB

[Map]
RIGD PLC_MC_LEDGER01b = 1
COL2 PLC_MC_LEDGER01_C2 = 1
COL3 PLC_MC_LEDGER01_C3 = 1
--

The following DOS command would create a new version of the model called PLC_MC_LEDGER01-out.MDB, without the table.

snipmdb combine PLC_MC_LEDGER01.cfg

Bearbeitet von DannJ, 29 August 2012 - 10:40 .


#22
kamal_

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Are there a lot of missing corpses? The numbering makes it seem like a bunch are missing.
plc_mr_corpse03
plc_mr_corpse05
plc_mr_corpse08
being the first three in the toolset.

#23
kamal_

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The 2000_Neverwinter module from the OC has a blank map labelled ol_map. There's nothing on it and no scripts on the area. Someone had an idea of the overland map?

Bearbeitet von kamal_, 03 September 2012 - 11:20 .


#24
Dann-J

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I've added a few more to the original list above, including PJ's discoveries. I'm using that tintable roofed stable as well. A scaled-up rectilinear hay bale fits into the feed troughs.

The plc_br_bench01 model is actually a pretty good looking hollow log. Much better than the two rotten-looking 'fallen tree' log models.

I also found a few tent models that don't look familiar, as well as a couple of dismembered corpses, but they're not all that spectacular.

#25
kamal_

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DannJ wrote...

I've added a few more to the original list above, including PJ's discoveries. I'm using that tintable roofed stable as well. A scaled-up rectilinear hay bale fits into the feed troughs.

The plc_br_bench01 model is actually a pretty good looking hollow log. Much better than the two rotten-looking 'fallen tree' log models.

I also found a few tent models that don't look familiar, as well as a couple of dismembered corpses, but they're not all that spectacular.

pics?