You can, but only in the conversation properties itself. Specify the portrait in the DefaultTGA field of the conversation's properties.
I already tried that but it didn't seem to have any effect.
You can, but only in the conversation properties itself. Specify the portrait in the DefaultTGA field of the conversation's properties.
I already tried that but it didn't seem to have any effect.
Maybe it only works when you use the SoZ overland map conversation interface with the XML override, then, because it definitely works in that case.
If someone could take the files from this thread and get them ingame and posted to the Vault properly, that would be helpful. All I know about them are what the irc chat person posted. More variety of banners, statues, and whatnot is always good.
I can't do anything with the max files. The texture look nice and the statues will be an asset along with the banners. Not sure the paintings are going to add much unless the frame model is different.
PJ
I can convert the max files to mdb or obj files. But as far as I can tell, everything in the .max files has been converted to .mdb already, except for the fifth package (which is not from Middle Earth by the way: trucks and tractors are more modern!)
Can I simply change the suffix then?
PJ
Can I simply change the suffix then?
PJ
No, it would still be a max file. I'll open the "artblock-trucks" files with my 3ds max 2015 version, export them as obj models, then import them in my 3ds max 8 version and finally export them as mdb models (after of course I have added the normal maps which apparently are not needed by the Unity engine).
For the other models, they're all available as NWN2 objects already, in the "hak files" subfolder (or NWN2\hak files for the swan ship).
A global placeables.2da files will need to be written though, as there are placeables.2da files for each set, and they all use the same range (starting line 2838).
Okay,
If you can get at the models I will do the 2das etc
PJ.
Okay,
If you can get at the models I will do the 2das etc
PJ.
It's done. I also took the range 19351 - 19372 (according to NWN2wiki, the range is available up to 19400). The files are posted in Kamal's thread.
It's done. I also took the range 19351 - 19372 (according to NWN2wiki, the range is available up to 19400). The files are posted in Kamal's thread.
I'll bet that Claudius33 can probably make use of the vehicle set. Thanks.
It's done. I also took the range 19351 - 19372 (according to NWN2wiki, the range is available up to 19400). The files are posted in Kamal's thread.
Okay,
Do you mean that you have replaced the OP links? I cannot see any new links.
PJ
No, I just posted a reply, in which I attached pictures and a download link at the bottom, which you can get here: https://www.dropbox....trucks.rar?dl=0
The Sylph (c_sylph) has a tint map (C_Sylph_CL_Body01_T.dds) available but it isn't included in the c_sylph.mdb model.
The same is true of the Pixie (c_floatpixie; C_Pixie_CL_Body01_T.dds) and both Ogre bodies. Perhaps there's more?
Ed.: Okay, here's the full list:
My module requires a Grig, and for that I'm using the c_pixie model. I was hoping to have a tintable version using the tint map mentioned above. Can that be done with GMax? If so, will this version work? Thanks.
Or I guess I could try applying a skin visual effect.
Why don't you use your mdbconfig tool? Just add the tint map, save as c_pixie_cl_body02 if you don't want to override the stock version, and you've got a tintable pixie.
I don't know if the model would work with the Granny2 animation files afterward. Guess I could try it and see what happens.
Ah, well, it turns out the Pixie is tintable; the tint is just not very prominent (and Win8 makes tinting unreliable) so I couldn't see it. Nevermind... ![]()
This is a little experiment I did this afternoon. The visual effect portraits below are taken from NWN creature portraits, then applied as a skin effect mapped onto a model. For that reason they have no shadows.

I was curious to see what they look like; I'd say they turned out to be pretty decent. The odd thing is though that when I run it from the toolset, the test module didn't load and it dumped me into the normal game startup. But then I was able to select the test module and run it in the game. I wonder why it didn't work?
What shadows are you referring to? When I used VFX texture swaps on paintings here, the paintings cast shadows as can be seen in the screenshots.
It's an effect model with a skin applied, rather than a skin applied to a placeable. But yeah (...testing in the toolset...), I guess those also take shadows. Okay.
The odd thing is though that when I run it from the toolset, the test module didn't load and it dumped me into the normal game startup. But then I was able to select the test module and run it in the game. I wonder why it didn't work?
There doesn't appear to be a lot of physical difference between a Lizardman and a Troglodyte. The latter may be slightly smaller and is often portrayed with a mottled hide and a shorter face, but otherwise I suspect the one could be substituted for the other with some tinting, a different blueprint, and some visual effects.
A "solid tile" tile. That way we can have colored fog in the dungeon without the fog color in spaces without tiles, as shown below in the area outside the mine corridor. There's already the "invisible tile" single tile tileset, it might actually accomplish the same thing, I'd need to check. Pink outside the tiles make the mine much less atmospheric....
edit: nevermind, I can use any tile and set the tile texture to solid black.