And here it is in NWN2:

I know, the inside should be black (I had to add the moving latch, but I didn't modify the texture file).
And here it is in NWN2:

I know, the inside should be black (I had to add the moving latch, but I didn't modify the texture file).
I find the results not too bad ![]()
- no light:

- nightvision:

- torch:

Now, the inscriptions are legible (maybe not from too far, but at least you notice something on the buttons!)
And there's a difference when the inscription is carved in or not:

It's particularly interesting on tintable buttons, when there's not too much light:



Well, that was the last thing I needed to include for a public release. Let's clean the override of the unnecessary files, run another test and upload all this. The wait is almost over Lance! ![]()
Testing took quite a while, but I'd say it was worth it. I just discovered that if you want a sure way to crash the toolset, all you have to do is select the placeable called Runestone {01 (X1)} in the placeables list and put it anywhere in any area. As the same runestone works fine when it's called Runestone (X2), I compared both mdb files to see what the difference was.
And it confirmed that the bug on the torch came from the attachment point for the fx_torchhand effect: there was none in the X2 placeable, but an ap_torso was present in the X1 version.
But if I remove the attachment points, how can the game know where to locate the doors or the special effects? And then I realized that the hooks for the doors were in the doorframe (or the house placeable), not with the animated door itself! So, if I understand correctly the way the animations work for placeables, the attachment point is either in a gr2 file or in an mdb file, but not in both!
At least I could put several rotating lit torches without any crashes!
And here is the package! (override version only at this time, I'll make it a hak when some more testing is done). Phew, 68.6 MB (more than 91 MB when extracted!)
Known bugs (see also the screenshots below):
- some parts of the pressure floors are supposedly tintable but the new colors never show (I looked at the tint texture, and the parts not changing colors are the ones where the texture is empty, so no surprise here).
- the glow for the buttons often appears at the corners of the button frame: this is a UV issue (and since some letters, like f, are very high while others like w are very wide, the only option I see right now is to reduce the size of the glowing character - reducing the UV maps so a + shape at the center of the texture is not used is not a good solution, as it blurs the texture in game).
- some inscriptions are easier to read than others: that's not a bug, it's by design (old writings will be eroded won't they?)
- the new trapdoor has no interior (my workaround is simple: take a tintable placeable, like a table, and paint it totally black. Resize it to match the width and length of the trapdoor, and lower it into the ground until only the very top is visible. Now put the trapdoor above it...)

Hi Thierry,
I have started looking at your pack, and will edit here ... ![]()
1) First thing I noticed was that your "Useable placeables.txt" is out of date. I started off using that addition and all went haywire. So, I looked at your included placeables.2da and noticed what they should have been. ![]()
2) The "complete" kneeling giant (with axe) appears to be missing the axe. Found him under "Statue_geant(bouton)". EDIT: I am trying to match all my 2da info up with yours, so I have what you have without having to apply the 1 offset.
Testing took quite a while, but I'd say it was worth it. I just discovered that if you want a sure way to crash the toolset, all you have to do is select the placeable called Runestone {01 (X1)} in the placeables list and put it anywhere in any area. As the same runestone works fine when it's called Runestone (X2), I compared both mdb files to see what the difference was.
And it confirmed that the bug on the torch came from the attachment point for the fx_torchhand effect: there was none in the X2 placeable, but an ap_torso was present in the X1 version.
Does this mean the new torches do not crash the toolset now? (I.e. Regardless of number placed?)
3) IMPORTANT: The Male Warrior's arm "detaches" from the model and hangs in mid-air awkwardly after dropping the sword!
EDIT: I suppose you may be able to get away with it, if you imagine that it is hinged. What do you think?
4) I think the buttons are great! The glowing ones especially! .... Although I may rewrite the script that activates the "glow letters" to allow initial letters to show (prior to any activating) ... and to make selection to be easier ... fire/glow ... via their tag or something rather than variables. (I have not checked every button possible yet, and will let you know if I discover any issues. I will test this after rewriting the script that activates them and test at the same time.)
Overall though, this is an excellent package and should be very much appreciated by the community. Thanks greatly for providing a wonderful package! ![]()
Cheers,
Lance.
1) First thing I noticed was that your "Useable placeables.txt" is out of date. I started off using that addition and all went haywire. So, I looked at your included placeables.2da and noticed what they should have been.
Oops. Sorry, I'll change that.
2)
The "complete" kneeling giant (with axe) appears to be missing the axe.Found him under "Statue_geant(bouton)". EDIT: I am trying to match all my 2da info up with yours, so I have what you have without having to apply the 1 offset.
Maybe I should use a .tlk then, so the description is clearer. At the moment, I used English for the standing part, and French for the moving parts of the placeables.
Does this mean the new torches do not crash the toolset now? (I.e. Regardless of number placed?)
3) IMPORTANT: The Male Warrior's arm "detaches" from the model and hangs in mid-air after dropping the sword!
I'll see what I can do. The best I got right now creates a spike behind the shoulder blade (same issue as for the blowing flags: NWN2 animations only modifiy the meshes if they're linked to a skeleton).


Edit:
Slightly changing the axis of rotation and moving the arm inside and lower in the body, I got this:

If you want to check it out in game, use these files.
// FIXED VERSION OF ACTIVATION OF PLACEABLES SO THEY PLAY AT SAME SPEED ON DEACTIVATE
string GetTextFamily(string sFamily);
string GetTextFamily(string sFamily)
{
string sDefault = "celtic";
if(sFamily == "hie"){sDefault = "hieroglyph";}
if(sFamily == "old"){sDefault = "oldenglish";}
return sDefault;
}
void main()
{
// GENERAL INFORMATION
object oPC = GetLastUsedBy();
object oButton = OBJECT_SELF;
// TAG FORMAT: X_YYY_UNIQUE (ALPHANUMERIC_FAMILY_UNIQUEOPTION)
string sTag = GetTag(oButton);
// NOW COLLECT THE INFORMATION
string sLetNum = GetStringLeft(sTag, 1); // NUMBER OR LETTER
string sFamily = GetTextFamily(GetSubString(sTag, 2, 3)); // FONT FAMILY
string sID = GetStringRight(sTag, GetStringLength(sTag)-6); // UNIQUE ID
string sBUMP = ""; if(GetHardness(oButton) == 1){sBUMP = "_bump";} // BUMP STATE (DEFAULT NONE)
string sGLOW = ""; // GLOW STATE (DEFAULT NONE)
if(GetLockUnlockDC(oButton) == 1){sGLOW = "_fireglow";} // LOCK = 1 = FIREGLOW
if(GetLockUnlockDC(oButton) == 2){sGLOW = "_iceglow";} // LOCK = 2 = ICEGLOW
//SendMessageToPC(oPC, "LETTER> " + sLetNum + " FAMILY> " + sFamily + " ID> " + sID);
// SEF FILE BUILD UP FROM ABOVE DATA
string sSEFFILEBASE = "fx_" + sFamily + "_" + sLetNum + sBUMP;
// CURRENT STATE
int nActive = GetLocalInt (OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE");
// PLAY APPROPRIATE ANIMATION
if (!nActive)
{
ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE);
sSEFFILEBASE = sSEFFILEBASE + sGLOW;
}
else
{
ActionPlayAnimation(ANIMATION_PLACEABLE_OPEN);
}
// DEBUG
SendMessageToPC(oPC, "SEF FILE> " + sSEFFILEBASE);
// UPDATE CURRENT STATE
SetLocalInt(OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE",!nActive);
// APPLY ANY SEFS
effect eVFX = EffectNWN2SpecialEffectFile(sSEFFILEBASE);
eVFX = SupernaturalEffect(eVFX);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, oButton);
// MAKE A ACTIVATE SCRAPE SOUND
AssignCommand(GetLastUsedBy(), PlaySound("as_sw_stonelk1", TRUE));
}EDIT: I realise we only actually need two buttons: The round and square versions of the "tint" and "glow" types. All the other button variations are redundant with these two. Unless I am missing something about their makeup?
Although I may rewrite the script that activates the "glow letters" to allow initial letters to show (prior to any activating) ... and to make selection to be easier ... fire/glow ... via their tag or something rather than variables.
Hi Lance,
I didn't notice this last time. But if you want the letters to glow at the initial state, use the fx_alphabet?_iceglow (or fireglow) special effect instead of the fx_alphabet? sef.
Hi Thierry,
The "spike" does not look very good.I will go with what you think looks best though.
Yep, that's why I tried to make the animation closer to the body (see the last screenshots, and the link to the new gr2 files at the bottom of the post).
As an aside, had you considered making it so that the "runes" also have glow options?
I also noticed you had a few other "symbols" (e.g. candles, raindrops, book, Jolly Roger.) Part of a symbol add-on pack?
Yes, I have. But decided not to at this time, as it's a time consuming and boring process!
That's great to hear about the torch problem fixed by the way!
Well, the tests I made tend to show it is indeed solved. I'll see when I use them when I work again on my campaign.
EDIT: I am working on a button TAG based system to make applying letter options more easy, along the format as follows:-
TAG FORMAT: X_YYY_UNIQUE (ALPHANUMERIC_FAMILY_UNIQUEOPTION)
I will assume you keep to the same naming convention as you have already used for the SEFs for any potential future options.
EDIT: Here is just the first part of the code from which I will be working ... I will probably use other immediate access factors (like hardness values e.g. "bump" or "carved") for other potential button combinations:-UPDATE: Will probably make glow option easier than in TAG to allow quick change via "Lock" value or something. Allows for easier change of mind.
Looks good, but you will need to have blueprints for 3 alphabets x 4 appearances (iceglow, fireglow, bumped, carved) x 36 characters x 2 types of buttons (glow, tintglow) then?
EDIT: I realise we only actually need two buttons: The round and square versions of the "tint" and "glow" types. All the other button variations are redundant with these two. Unless I am missing something about their makeup?
You mean only tintglow and glow types are required? Yep, right, but standard and tint were the first ones I made. Then you asked for a glowing option
.
Hi,
An excellent package
Thanks a lot! And many thanks for taking the time to test!!!
FAILS:
OLD ENGLISH (BUMP/NO BUMP)
==========================
LETTERS: "K" and "Z" (ICE GLOW ONLY)
NUMBERS: "0" and "3" (ICE AND FIRE GLOW) - Zero (normal) does not show and 3 has missing texture on both.
HIEROGLYPHS (BUMP)
==================
LETTERS: "I" (ICE AND FIRE GLOW) - When in "normal" state.
Hmm... Except for the hieroglyph_i_iceglow sef, which is corrected here, I didn't see any problems:


I also checked the package, and all textures are present. Could it be a typo from your side?
Also, I really like your area, it's really nice.
Try not to use a .tlk if you can help it. Most modders dont want to touch the tlk with a ten foot pole, and a custom tlk essentially means players wont be able to use Kaedrins class pack with your work if they want to.
Thanks for the advice kamal, especially as it means less work for me! ![]()
I also checked the package, and all textures are present. Could it be a typo from your side?
Looks good, but you will need to have blueprints for 3 alphabets x 4 appearances (iceglow, fireglow, bumped, carved) x 36 characters x 2 types of buttons (glow, tintglow) then?
Also, I really like your area, it's really nice.
Thanks! Area design is one of my weak points, and so any encouragement is welcome.
Haha! If area design is one of your weak points, i'm scared to consider your good points!
Keep up the good work Lance.
it's the CELTIC set shown there, where the "0" and "3" numbers have problems as well as the "K" and "Z". Sorry about the confusion. (See screenshot below that show all the combinations with errors.)
Hi Lance, this file should fix the 0, 3, K and Z problems with the Celtic alphabet. Everything should go into "...Override\Placeables\Leviers, dalles et boutons\Boutons\Inscriptions" if you didn't change the folders structure, except the two gr2 files, but since you got them already, you can just skip them.




Haha! If area design is one of your weak points, i'm scared to consider your good points!
Keep up the good work Lance.
Hi Lance,
I made the texture rougher, it should now match the others (download).
As I did so, however, I noticed the following file appeared "wrong" when compared to the others like it:-
"Hiéroglyphes_n.dds" (Looks like a snake and not the hieroglyphs.)
You're right, that one is a left-over from the working files. I removed it from the download, but I guess you downloaded it before I did so! ![]()
And apart from that, I would say that all is pretty much done. Unless, you are doing any more add-ons?
Well, I was thinking about having a flying carpet, and a carpet you could roll to see the trapdoor hidden below
, but I haven't started yet. My module has been put aside for about two months now, I guess it's time I start working on it again!
So I'll probably prepare the final override and the hak versions in the next day or two, and if needed then we'll upload an update.
Now, all I have to do is script the puzzles around them!
Please? pretty please?
OK, I just reserved the range "12880-12999".
I also downloaded PJ156's placeables.2da file from his cornucopia, but I see that it's full of spaces instead of tabs (which would explain why it's so huge). Isn't there another version with tabs instead of spaces?
I'd make the changes in the blueprints (so the reference is 12880+ instead of 6000+), but for sure I'd like to avoid adding the 6880 blank lines! (last time I used Excel for this, even saving as a text file, I got compatibility issues...)
Edit:
I probably did something wrong, or don't have the credentials, because the range 12880-12999 is again shown as "available".
I also found out that the range 12901-12946 is actually in use by PJ156.