Custom Item Icons
#1
Posté 15 octobre 2012 - 11:33
In short, I would like to make my own item icons ((for thin items)). With near zero knowledge of making custom content, is this something I can learn, if so where can I start?
Thanks for any feedback!
#2
Posté 15 octobre 2012 - 11:44
Or talk to birdman.
#3
Posté 16 octobre 2012 - 12:03
henesua wrote...
I'd look at icons available on the vault.
Or talk to birdman.
I'm making a world that is based around Magic The Gathering card game, with ingame cards etc. I would like to add these card (much like CEP did with the Rider Waite tarot cards) to the item icon appearence.
#4
Posté 16 octobre 2012 - 12:15
BUT by "look at the icons on the vault" I meant to look at them and use them as an example in your own icon work. You can see how they made the TGAs and DDS files etc....
What I did for my own work on Feat and Spell Icons (but FYI my climb and swim skill icons look terrible as I could really use help on this too! ) was to open up the originals by bioware and used them as my guide for color matching. Any part of the icon I wanted to reuse I put on a layer and then faded my new work in. But thats how I did it. I am sure Birdman will have better advice.
#5
Posté 16 octobre 2012 - 05:10
Anyway, you basically batch resize your images to 32 x 64 pixels and save then as tga files. I'd copy the thin item line in baseitems.2da and make a special item for your cards. With a file renamer you can deal with numbering etc.
I don't mind doing the job if this sounds like abacadabra to you, as long as you got your card images all in the same size already.
Modifié par Just a ghost, 16 octobre 2012 - 05:11 .
#6
Posté 16 octobre 2012 - 03:26
Just a ghost wrote...
Actually this wouldn't be too hard, especially if you have a collection of the cards in a uniform size. I'd suggest making them 2x2 or even 2x3 items, if you want to see any details. Otherwise I'd simply make one card for each color and do the rest with text.
Anyway, you basically batch resize your images to 32 x 64 pixels and save then as tga files. I'd copy the thin item line in baseitems.2da and make a special item for your cards. With a file renamer you can deal with numbering etc.
I don't mind doing the job if this sounds like abacadabra to you, as long as you got your card images all in the same size already.
Thank you for the information, I'll try and delve into this today and will post any further questions I may have. Thanks again!
#7
Posté 16 octobre 2012 - 03:47
#8
Posté 17 octobre 2012 - 03:03
Buddywarrior wrote...
I'm making a world that is based around Magic The Gathering card game, with ingame cards etc.
I'm not sure exactly what you try to do but have you seen Adam Miller's Demon cards
Modifié par Jez_fr, 17 octobre 2012 - 03:04 .
#9
Posté 18 octobre 2012 - 06:22
Jez_fr wrote...
Buddywarrior wrote...
I'm making a world that is based around Magic The Gathering card game, with ingame cards etc.
I'm not sure exactly what you try to do but have you seen Adam Miller's Demon cards
I did see that and that is very impressive. I'm mostly looking to only change the appearence of the item in the inventory.
#10
Posté 18 octobre 2012 - 07:33
#11
Posté 18 octobre 2012 - 08:19
What would I be missing as I do not see an Item type of what I've created? I feel like I'm missing a step. Again, I would be happy to follow an online guide if one still existed. Any support would be great. Thank you kindly!
#12
Posté 18 octobre 2012 - 09:11
TR
Modifié par Tarot Redhand, 18 octobre 2012 - 09:11 .
#13
Posté 18 octobre 2012 - 11:46
Ooh thanks!!! I didn't see your post at first untill you just mentioned it. I'll take a look. Thanks again.Tarot Redhand wrote...
Download the ccg that I provided the link for in my previous post. The tutorial you need is on page 60 under the heading - Items Without Models.
TR
#14
Posté 19 octobre 2012 - 12:13
Tarot Redhand wrote...
I'm a little surprised no-one has pointed you to the Custom Content Guide v3.0.
TR
One of the things about that guide that is misleading is that it is pointing folks to the mdl_plugin suite instead of nwmax. The mdl_plugin suite is severely outdated and very buggy, it does generate errors, and most especially can not handle 1.69 content. It will spedifically trash a .SET file from 1.67 onwards. There are other errors buried inside the plugin suite as well but I can't remember them all.
Likely there are a huge number of other things that have been learned about mdeling for NWN that are not included in that guide as well. Things that would likely prove very useful to new modelers.
Modifié par Bannor Bloodfist, 19 octobre 2012 - 12:14 .
#15
Posté 19 octobre 2012 - 12:33
I am using mdl-suite for most of the tiles i make, and if i have to add animesh/animations to a tile, i export it with mdlsuite and reimport with nwmax, to complete the work once all the geometry, texture mapping and walkmesh has been done with mdlsuite
but i agree for doors and creatures it is best to leave mdlsuite in the closet, nwmax handles animations way better
#16
Posté 19 octobre 2012 - 06:44





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