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Question about Placeables.2DA


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#26
kamal_

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gmax with the NWNmax plugin (http://nwvault.ign.c...ns.detail&id=27)
will let you import .mdl files to look at them (and export them as well). It's how I am doing the tiles. It will tell you the regular, tint (if there is one), and normal map textures.

#27
ColorsFade

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Yeah, that sounds ideal PJ. I like that.

#28
andysks

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PJ, a question. The project you are working on, is it in simple words a clean up of the 2da you gave me a while ago, and had some placeables that were not working?

#29
PJ156

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https://dl.dropboxus...32985/PJPC.xlsx

Here's the file, if you need it back saved shout out.

Andy, it's something more than that but that is the essence.

I am extracting all model files from thier hak to a folder named after the author and content. I am then creating a upt for each of those models and putting them into folders named in the same way. The builder can then put the folder with the content they want into the campaign folder and the utps to overide. With the 2da in place you will then have access to that content.

When you are done you can then either select the individual models you want or pack up just the bits you used to your hak (The latter is the most time saving me thinks).

This comes with the excel file which will fast link you to the location of the content in the 2da by line number and to the authors website so you can go and vote. Some of this is just as it was in Kanbyens and to him/her credit is very much due and will be given.

What I have done which Kanbyen did not is create a blueprint for every item on the list, including 550 blueprints for the foliage pack by snakebane.

What I have also done is:

included any new releases by Tchos (witcher project), Calister and the dark waters bits and bobs.
reorganised all the blueprints so that when you open the toolset the will appear by author names and content
Added all my own content for new found items and tintable stock items
Added all the hidden content from DannJs post and any more I have found along the way.

What I will not do is add any content that overides stock, this includes heeds tints and some fixes. I will ask the authors permision to create stand alone models and if I don't get it I will link them but leave them out.

When this is comeplete - Christmas is realistic - I will keep it up to date as any new content arrives up until the time i leave this hobby behind.

It is a tidy up but it's sooo much more as well.

PJ

#30
andysks

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I get it now. I especially like the part with the toolset list, since now only I can navigate my blueprints. It's quite messy :D. I like organized stuff. I guess this will be a Christmas present for all of us. What do you want in return as a present for your Christmas :)?

#31
ColorsFade

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PJ, that's going to be one awesome thing when you're done. We're all going to be using it and crediting you me thinks :)

#32
andysks

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I only wish I knew how, so that I could help a bit in between my work in the campaign.
But yea, I think every single builder will thank you for this work :).

#33
Tchos

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ColorsFade wrote...
So one thing is cleared up for me: UTP files are for building only, and I need to just put those in the override and leave them be. I do NOT want to redistribute them because they aren't necessary and are clutter and will make my mod bigger than it needs to be.

Much has been said in a very short period again, but this needs correction.  The above statement is incorrect if you ever intend to spawn any of those placeables.  Spawning placeables relies on having a UTP to spawn from.

#34
Dann-J

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Tchos wrote...

ColorsFade wrote...
So one thing is cleared up for me: UTP files are for building only, and I need to just put those in the override and leave them be. I do NOT want to redistribute them because they aren't necessary and are clutter and will make my mod bigger than it needs to be.

Much has been said in a very short period again, but this needs correction.  The above statement is incorrect if you ever intend to spawn any of those placeables.  Spawning placeables relies on having a UTP to spawn from.


True - although you'll rarely want to spawn a placeable in it's native blueprint state. You'll usually want to tinker with scaling, tints, various check boxes, and add your own attached scripts where necessary. So you'll almost always be creating your own local blueprint in the module (or campaign folder), rather than use the default one.

An easy way to keep track of what you need to keep is to put the default UTP files in the override folder, and your own customised ones either in the campaign folder, or for a single module as a blueprint in the module itself. That way you only release what the players need.

#35
Morbane

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Tchos wrote...

ColorsFade wrote...
So one thing is cleared up for me: UTP files are for building only, and I need to just put those in the override and leave them be. I do NOT want to redistribute them because they aren't necessary and are clutter and will make my mod bigger than it needs to be.

Much has been said in a very short period again, but this needs correction.  The above statement is incorrect if you ever intend to spawn any of those placeables.  Spawning placeables relies on having a UTP to spawn from.


That is really interesting - explains some problems i had with my beta release of tomb of horrors - i just could not figure out why the rws gelatinous cube would not spawn - finally got it and that included making a new blueprint.

#36
ColorsFade

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Resurrecting this thread because I have one last question on this... 

 

the MDB/DDS/TGA files: Is it acceptable, for building, to put these in override, and then later package them into the HAK? Or do they need to be in my campaign folder even when building?