I edit the 2da file so you can have up to 24(25 with 0?) parts with 9(10 with 0?) colors each. To do that, I alter the minRange and maxRange values in the 2da so that it reads 10 to 250. Technically, the unaltered file gives you a range of 10 to 100, which grants you 9 parts per section with 9 colors each. I personally like to max out my weapon variety, and randomize treasure output, so I ramp those ranges to 0/255 most times.
The toolset can open items which already have their part indices set to numbers out of bounds, but you cannot just drop and use parts above those set in your 2da files. I tested to make sure, by removing the modified baseitems.2da. Doing that removed any entries from the dropdown which were over part 9, but the item still shows as I had constructed it earlier with part 24.
If you know what range is still available in your PW, I can modify the file names so they fit your needs. Or you can view my 24-part module and alter them yourself when ready. The way I have it right now, in the toolset, you just change your top/bottom/middle all to 24/1. I made you a blank mid/bottom at #24 so you don't have to pick those parts, but still have a proper item icon.
I don't understand the want to make hak-free PW? I think people are misinterpreting the ability and benefit of hak files. Not to mention the ease of modifying single 2da files. I guess that discussion has been going on in other threads for years, no reason to split and take it on here again.
Not sure how it looks in whirlwind. I personally hate vanilla whirlwind. It looks really stupid for weapon weilding PC's, IMO. I use a custom 4E system (with encounter/daily special attacks), where all the units get a set of 4 custom special attack animations. This overwrites whirlwind and a number of emotes, depending on the creature. But that is a story for another time.
Need 2 sword models made and textured: will pay!
#26
Posté 19 mars 2014 - 01:05
#27
Posté 19 mars 2014 - 04:01
Album updated. I added the finished Double Diety

Edit:
I'm going to sit on this for a day before I work on the gunblade. Then I'll post it all as a single module/hak combo.
I changed the entry numbers to top 9/1 (gagnrad) and 9/2 (dd) so you don't need to use the modified baseitems entry. Currently I have them added as double swords, but I still want to play with other animation combos and also split the halves for use as one handed weapons. I think DD would look sweet as a pair of light blades!
- henesua aime ceci
#28
Posté 19 mars 2014 - 06:02
Those look beautiful. So great considering the quick turn around in time.
As for my desire to have it hak free, I'm not against haks, but one of the things I do with my PW is offer optional content to the players through my RhunDownloader app- which downloads and installs packages to the override directory.
If they don't have the content- it doesn't refuse them access to the server,
If they have the content: then they benefit from it.
The only limiting factor is that content from cep such as the base items 2da will take precedence from the hak over the override if I remember correctly. (Is this right?)
So if it can work by replacing an existing model set from cep: I'd prob do that.
Pole arms/ double bladed swords are rarely used on my pw: so replacing an existing one isn't a big issue.
If you want to release it with the 2da for the community- I'm happy to take that, I think i can rename the model and image files myself to get it customised for my needs.
If it turns out that override rules over hak, then I might even use the 2da you have.
Thanks again.
Double deity looks awesome.
Can't quite see it from the image, but is the red jewel and blue jewels added?
Pulse - the demon head, has red jewel/design near him, and
Lindzei- has a blue one near him in same place
#29
Posté 19 mars 2014 - 07:00
This is textured using the in-game FF texture, applied to a poser studio model, copied out as an image, then applied back to my own model as a texture. I wish I had the actual texture used in the game to play with, but it still looks a little better than the wiki version you had linked here.
The amount of blue and red at both ends of the staff is basically nothing in that image. In the artsy drawing you posted here, the blue and red gemmy area is definitely clear, although the styling is definitely different for the entire staff.
I had thought about altering it to my own standards, and putting an actual gem back there into a nice slot. But that would go outside of your request, and probably get me making a lot more alterations to make these suit my own purposes.
Feel free to sprinkle a bit of ruby and sapphire back there when you get to play with the textures. You might also want to increase the contrast of the texture because it already had shininess applied to it, maybe even twice, before I got to it.
Edit:
Just added some more photos of me thinkering around with hues and saturation. It slightly mangled the metallic color here and there, but definitely brings out the color in the image where there are gemmy tones.

#30
Posté 19 mars 2014 - 08:45
I'm gonna have to look up some tutorials and see how to so this modelling biz, cause it's either easier than it looks, or your just a master at it.
A day working on the models with nothing but some photos, and you have a near perfect likeness with nearly no fuss.
Awesome!!
- cervantes35 aime ceci
#31
Posté 19 mars 2014 - 10:28
That sword model does look nice. Awkward as all get up to wield... but nice. Good job! ![]()
- MerricksDad aime ceci
#32
Posté 19 mars 2014 - 11:54
Class...
I'm gonna have to look up some tutorials and see how to so this modelling biz, cause it's either easier than it looks, or your just a master at it.
A day working on the models with nothing but some photos, and you have a near perfect likeness with nearly no fuss.
Awesome!!
I was almost completely done with Gagnrad and I thought to myself, I should have video'd this so I could share how easy it was. I did make two critical errors that most new modelers would not have been able to recover from, so I am glad I didn't video that one. Today, I just totally forgot.
I really should make a video some time of how to take flat textures and make a 3d object from them. It really is super super easy with GMAX.
#33
Posté 21 mars 2014 - 02:20
Overture is much harder with all the layering of stuff, but I am faking it from the 2d image. Hope this does it justice.

- Estelindis, henesua et CaveGnome aiment ceci
#34
Posté 21 mars 2014 - 08:07
I had just seen the pic on the album so I rushed here to see
#35
Posté 21 mars 2014 - 12:53
I'm calling Overture complete. I don't know if I have time to work on these at all this weekend, so I am going to package them and send them to the vault for use.

- henesua aime ceci
#36
Posté 21 mars 2014 - 01:23
I really should make a video some time of how to take flat textures and make a 3d object from them. It really is super super easy with GMAX.
This would be very useful and most interesting for new GMAX users (i... err.. we need more GMax video tutos :-)
- MerricksDad aime ceci
#37
Posté 21 mars 2014 - 01:58
Well, neverwintervault.org isn't letting me do any uploading of projects, nwvault.ign.com is waiting on validation, and my dropbox is full. I just dropped a few shared projects on my dropbox and hopefully, hopefully, this link will let you download the file
https://www.dropbox....51/FFWeapons.7z
#38
Posté 21 mars 2014 - 04:14
I'm going to do one more using some concept art from Lineage 2, and this time I will create a video, that is if I can figure this video program out and it doesn't suck.
- henesua et CaveGnome aiment ceci
#39
Posté 21 mars 2014 - 07:16
i contacted rolo about the new vault. We'll see what shakes out. I'd like to see your stuff up there, MD.
- MerricksDad aime ceci
#40
Posté 21 mars 2014 - 07:22
I sent ( I assume ) him all the output from the errors so he can look at them. Hopefully it is very temporary.
#41
Posté 21 mars 2014 - 09:39
Well I started making some videos, ended up making them in SWF format (only one available to that program) and then realized youtube won't accept SWF. Spent hours searching for any good converters, but then realized every converter I used cannot convert my HD images to any format without corrupting the video.
After all that time, I ended up watching my own SWF videos while running EZVid (suggested by OTR I think, thank you for that!) and converting them visually to uploadable youtube videos.
You can find the first of 5 parts here.
There is no audio. I don't have a mic at the moment. This is just a series of five 5-minute videos of me creating this weapon in GMAX from a texture I found on google. If I need to draw your attention to something, I just wiggle my mouse pointer over it a few times ![]()
The videos have a few places where you can see I made an error. I leave the error in to show you what it does in the end. The output I will be posting to the vault has the error fixed. My display keeps messing up when in GMAX with the video capture on, and hides my menu selections until I mouse over them. It is very annoying.
I might make a 6th video of the item in action in-game. They are taking a long time to convert, so bear with me.
And here is part 2 of 5
And part 3 is now ready
https://www.youtube.com/watch?v=UcVNic30vuE
Sorry for delay, had to get coffee. Here is part 4
https://www.youtube.com/watch?v=nS84NOIyZg4
And finally, part 5 with all its final mistake filled glory:
https://www.youtube.com/watch?v=BCp_JCESCQA
Well I can't seem to get anything but a nice gray screen when I make videos from inside NWN, so, I guess all you get to see is a really mean looking dark elf with it over his shoulder.

- Estelindis, Michael DarkAngel, phenix-rising et 5 autres aiment ceci
#42
Posté 23 mars 2014 - 06:46
Hi MavericksDad,
Just tried the tester module you uploaded. The only way I can get the models to appear is to change the middle of Gagnrad and Double Deity to be 3, instead of the 4 that is default.
And Overture - its invisible also, unless I change the bottom part of the sword to be a 9 on color 2,3 or 4.
Or by using a different handle.
Strangely though, when it does appear, it has a nwn handle appearing merged with the overture handle.
I dont see any haks or 2da's in the package, is there something I am missing?
#43
Posté 23 mars 2014 - 08:16
On re-examining I've noticed ive had this trouble before with the Soul Reaver sword.
It seems that the Bottom part of the sword (the handle) doesnt want to work with the middle and top: trying to use it with the middle and top, makes the entire blade invisible.
By attaching a normal nwn bottom to the blade, makes the blade appear, but then I end up seeing the intended bottom/handle appearing with a nwn handle on top of it, eg: overlapping.
Does anyone know what im doing wrong?
In this particular case, I am using the Overture blade provided by MavericksDad - I've renamed the model and texture files to fit in the Longsword 2 baseitem type, as this baseitem type is vastly underused in my module.





- Rolo Kipp aime ceci
#44
Posté 23 mars 2014 - 08:48
Hi MavericksDad,
Just tried the tester module you uploaded. The only way I can get the models to appear is to change the middle of Gagnrad and Double Deity to be 3, instead of the 4 that is default.
And Overture - its invisible also, unless I change the bottom part of the sword to be a 9 on color 2,3 or 4.
Or by using a different handle.
Strangely though, when it does appear, it has a nwn handle appearing merged with the overture handle.
I dont see any haks or 2da's in the package, is there something I am missing?
In the package, I included bottom 9/1 and mid 9/1 for both double sword and longsword. If you use any other bottom and mid combination, you will see a handle, that is if you have a model for that index. Longsword I think already makes use of the 9's in vanilla nwn. If you are having trouble seeing them in the toolset, just check in-game. They work just fine for me. You may need to tweak the empty part models and make sure I didn't make a mistake that makes the toolset occasionally not show them.
Edit:
Also, here is a link to an updated set, with internal model names fixed so they don't load funny in the toolset. Also includes the bull sword I did in the tutorial videos.
https://www.dropbox....i/FFWeapons.zip
or
https://www.dropbox....51/FFWeapons.7z
Edit:
Sorry, forgot to mention the bull sword can be found as greatsword appearance 9/1
#45
Posté 23 mars 2014 - 09:30
Hi MavericksDad -
Based on the screenshots I posted above- it should be working, shouldnt it?
I have tried having 9/1 for top, middle, and bottom, that combo gives me invisible blade.
It seems there is something wrong with my nwn allowing me to use bottom / handle parts.
#46
Posté 23 mars 2014 - 09:45
The original model files I had sent used internal node names that differed from the actual filenames. Sometimes in the toolset, that makes a difference. In game, it does not. do they work in-game for you?
In the package I just linked above, I went back and fixed all the internal node names to exactly match the files names and now I can't get the toolset to fail no matter how hard I try. Give those files a try and see if it makes a difference for you.
I am certain they would work for you in-game before, but you have proven they don't look so nice in the toolset.
#47
Posté 23 mars 2014 - 09:54
Have you just updated the package?
I am changing the filenames on my end - so maybe that was the cause.
I am trying to get the sword to work with the WSwLz prefix.
Which is the longsword 2* base item from CEP2.
I chose this one as its very sparsely used in my mod.
Is it possible for the node names to inherit their names from the filename, or must they be hardcoded?
Thats probably why soulreaver gave me problems too, I renamed it to work with Longsword 2 as well.
- MerricksDad aime ceci
#48
Posté 24 mars 2014 - 12:30
In the post just up a bit from here, I linked both a zip and a 7z file option with replacements in them (and that bull face sword I did for the tutorial)
Anything inside the file is what you get. But the toolset and the engine interpret things differently. For instance, in the toolset, if any two of the loaded weapon parts have the same node name, then it has a silent error, and does not display a weapon model. But in the game, the models are stacked differently and do not care what the base node name is, so you can copy any mdl file and just change the filename and it will register as different models. Not so with the toolset, but that is what I had done in the first release package.
If you want to use the WSWLZ weapon, open the three wswls files t, b and m and replace "wswls" with "wswlz". Then in your file directory, change the name of anything I sent that starts with wswls => wswlz and also iwswls =>iwswlz. That should fit your needs.
#49
Posté 24 mars 2014 - 07:47
Hi MavericksDad,
Double Deity and Gagnrad are now working, however it seems that when I am in a CEP enabled module, Overture doesnt want to let me use the handle with it.
Its a small issue, as the handle is mostly hidden from view anyway when wielded.
Dont suppose you might have any hints?
I've got the following in my override.
TGA Files
iwswlz_b_091
iwswlz_m_091
iwswlz_t_091
tx_overture
MDL
wswlz_b_091
wswlz_m_091
WSwLz_t_091
#50
Posté 24 mars 2014 - 11:46
If I had to guess, you have a cep-packed handle at position 9-1 which overrides the override directory in a module. I don't use cep as a whole, so I don't truly know for sure. So you need to create or find an empty-model handle to use. You can either locate an unused slot in the cep longsword handles and use that slot, or edit your baseitems 2da longsword or cep-longsword entry to allow for greater number diversity. I havent looked, but I am guessing cep-longsword also only goes from 10 to 100.
To find an empty slot, without altering 2da's, just cycle through the available handle appearances and if one comes up as a brown sack, or if that number is omitted, then it should be empty and available. Then just edit the index number of the files (wswlz_b_091 and iwswlz_b_091) to fit that slot (wswlz_b_0X1). You might actually have better luck changing the color index and looking for a blank. Remember those go up to 9 also, so if your toolset shows a highest number being lesser than 9, then you can use any higher number than shown, up to and including 9, because you don't currently have a model for those colors. (wswlz_b_09X).
Don't read further if you don't want a headache...
This is exactly why I up all my number ranges to 10-250 so I get 675 (9 * (25 + 25 + 25)) unique weapons, minus three (total) for empty-model for each top bottom and mid. I know vanilla NWN's method gives you up to 140625 (9 * (25 * 25 * 25)) non-unique, but interchangeable weapons per baseitem line, but I prefer very specific looking weapons like you are using now. (does anybody know if that math is right, I certainly don't max mine out at all, even adding weapon effects right on the weapon models)
If you really want to get crazy (and I bet you don't right now), most, if not all, weapons will also allow you to use them as single-part items, in which case you can change your range from 1(0??) to 255 and have 255 (256??) unique items without having to bother with top mid and bottom plates. However, that may or may not screw with the toolset, so you might have to use a GFF editor at that point. I don't suggest it unless you have your own software and know what you are doing.
- Rolo Kipp aime ceci





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