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Comment creer des objets?

Par Dr Prophetia Weaver le 25/10/2002 à 1:26:37 (#2401584)

Ben voila, je suis en train de creer un petit module, et je cherche un moen de crer mes propres objeets au niveau de l'aparence.
Le truc bete, je viens de faire la salle à manger d'un somptueu chateau, et j'ai besoin d'une belle et grande table, mais l'editeur ne propose qu'un seul type de tabe que je trouve pas génial....

si vous aviez une idée de comment je peux creer ma table....

Merci d'avance

Par eMRaistlin le 25/10/2002 à 1:43:29 (#2401623)

une seule solution : 3DSmax (ou autre logiciel 3D)

Pour la suite, honnetement, c'est de l'anglais de base, et y'en a plein... donc, je traduis pas... si tu as une question je me ferai par contre un plaisir d'y repondre...

ADDING A CREATURE MODEL TO NWN

1) Create an id with tlk edit for the creature model (the text will be the model name in NWN)
2) Edit appearance.2da
3) Add a line (the best is copy/paste an existing one) with :
- First column must be the index of the line (+1 from the last)
- Third column (STRING_REF) is the ID your create with tlk edit
- Fifth column (RACE) is the name of the mdl file (without extension)

For other columns i dont know.
In fact when i add a model, i search for a line similar to the model.
I copy it and i just change the columns 1,3 and 5. It works fine for now.

4) Save your appearance.2da and override it
5) Add files of your model in hak file (mdl, tga, ...)

Appearance will now be available in creature edit window

- - - - - - - - - - - - - - - - - -
ADDING AN AMBIENT MUSIC TO NWN (MP3 file)

1) Create an id with tlk edit, text will be the name of the music
2) Edit ambientmusic.2da
3) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (Description) is the ID your create with tlk edit
- Third column (Resource) is the name of your mp3 file (without extension)

Keep the other columns to ****

4) Save your ambientmusic.2da and override it
5) Copy the mp3 file in folder of nwn and CHANGE ITS EXTENSION TO

- - - - - - - - - - - - - - - - - -
ADDING AN AMBIENT SOUND TO NWN (WAV file)

1) Create an id with tlk edit, text will be the name of the sound
2) Edit ambientsound.2da
3) Add a line with (the best is copy/paste an existing one) :
First column must be the index of the line (+1 from the last)
Second column (Description) is the ID your create with tlk edit
Third column (Resource) is the name of your wav file (without extension)

Keep the other columns to ****

4) Save your ambientsound.2da and override it
5) Copy the wav file in folder of nwn

- - - - - - - - - - - - - - - - - -
ADDING A PLACEABLE OBJECT MODEL TO NWN

1) Create an id with tlk edit, text will be the name of the placeable appearance
2) Edit placeable.2da
3) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (Label) is the label of the model
- Third column (StrRef) is the ID your create with tlk edit
- Fourth column (ModelName) is the MDL file name (without extension)

For other columns keep ****

4) Save your placeable.2da and override it
5) Add files of your model in hak file (mdl, tga, ...)

The appearance will be available in the appearances list of an placeable object.
Note that spells models works for a placeable object (funny).

- - - - - - - - - - - - - - - - - -
ADDING A PORTRAIT TO NWN

For each portrait you must have 5 files.
Files name must be :
po__x
with
x =h,l,m,s,t (each corresponds to a smaller size of the portrait)
h=256*512, l=128*256, m=64*128, s=32*64, t=16*32
I think that all sizes are not required (but not sure).
could be anything

All files must be tga file.
REMEMBER THAT THE FILES NAMES MUST BEGIN WITH po_

1) Edit portraits.2da
2) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (BaseResRef) is the name of the files WITHOUT po_ and WITHOUT the last letter
For example for po_MYFILE_h, i must set MYFILE_
- Third column (Sex) is the sex of portrait (for filter). 0 male, 1 female, 4 none
- Fourth column (Race) is the race of portrait (for filter).
This number is the first column value in the file racialtypes.2da

For other columns do as other existing lines

4) Save your portraits.2da and override it
5) Add portrait files in hak file

- - - - - - - - - - - - - - - - - -
CHANGING AND DUPLICATING A TILE SET

Look at this link. Very good.

http://www.hypercubed.com/games/nwn

No comment.

- - - - - - - - - - - - - - - - - -
ADDING A WEAPON MODEL TO NWN

This is far more complicate to explain this in this page.

I found a lot of information in a weapon models zip file found on NewerWinter vault site.
The file name is : Danmar14nwnwepres.zip
Search in models library on the site of NeverWinter vault.
There is too some internet links in a text file and i do not check it for now (but i will).
So thanks to the people who make this one.

Note that models i found in Danmar14nwnwepres.zip were the only ones i was able to use in toolset.
All other dont follow the rules (see below) and i do not know how to use them (if possible).

Here is a resume of what i do (and it works) :

First a note how toolset work with weapons model.
Each model have a bottom (b), medium (m) and top (t) part
(Some have only one part)

When you create a weapon in toolset you can select :
- A model number for each part
- A color number for each color

For each weapon you need :
- 3 mdl files for each part. These are the 3D models.
- 3 tga files for each part. These are used to generate the bitmap icon (portrait) of the weapon.

The file name have a specify format :
The MDL files :
_z_xxy
with :
Name of the family the weapon model in which the model will be available in (see below)
z t for top, b for bottom and m for middle
xx number of the model (from 1 to 99). Always on two digits (ie : 01 for one)
y number of the color (from 1 to 9)

The TGA files have the exact same name as the MDL file but with a i just before

An example :
For a light hammer model, the must be (see below)
So for the light hammer model 4 and colour 1 files will be :
wblhl_t_041.mdl, wblhl_m_041.mdl and wblhl_b_041.mdl
iwblhl_t_041.tga, iwblhl_m_041.tga and iwblhl_b_041.tga


To add your models simply add the files (mdl and tga) in your hak files.
Toolset will recognize them automatically.
It seems that there is no need to change any 2da file.

When you create a file, first look in the toolset for the type of the weapon what is the biggest model number and color

number.
The best is to create your file using a model number just above the largest in NWN toolset.
For example if for long sword the largest model number is 4.
Create your files with model number 5. After that in toolset the number 5 will be available.

Note that if you do not make a file for each possible color, it is not important.
In toolset when you select a color the model does not have, the toolset simply displays nothing.

HERE NOW ARE THE POSSIBLE YOU CAN USE FOR EACH TYPE OF WEAPON (SOME ARE UNKNOWN) :

waxbt BattleAxe
waxgr GreatAxe
waxhn HandAxe
wbbqs ?
wbdqs ?
wblcl Club
wblfh Flail Heavy
wblfl Flail Light
wblhl Hammer Light
wblhw Hammer War
wblml Mace
wblms Morning Star
wbwlc Bow, Long Composite???
wbwln Bow, Long
wbwsc Bow, Short Composite???
wbwsh Bow, Short
wbwsl (no t/b/m)
wbwxh Xbow Heavy
wbwxl Xbow Light
wbwxr ????
wdbax DoubleAxe
wdbma Dire Mace
wdbqs QuarterStaff
wdbsw TwoBladed Sword
wmgrd Magic Rod
wmgst Magic Staff
wmgwn Magic Wand
wplhb Halberd
wplsc Scythe
wplss Spear
wspga Gauntlet
wspka Kama ???
wspku Kukri
wspnn Nunchuku ???
wspsc Sickle
wspsp ??? green blocky swordish
wswbs Sword, Bastard
wswdg Dagger
wswgs Sword, Great
wswka Sword, Katana
wswls Sword, Long
wswrp Sword, Rapier
wswsc Sword, Scimitar
wswss Sword, Short
wthax Throwing Axe
wthdt Throwing Dart (no t/b/m)
wthsh Shuriken (no t/b/m)
wwblc ????

Question de Variation selon la Jonction...

Par coolstar le 25/10/2002 à 11:49:49 (#2403398)

Hi!


A défaut de trafiquer les images Dr Prophetia Weaver, tu es sûre de ne pas avoir trouvé déjà ton compte avec le Tilesset Intérieur de château ?? :confus:


En effet, lorsque tu places dans l'Intérieur de château le Tile Intérieur meublé et que tu utilises la Gomme dessus tu peux faire défiler les différentes variations jusqu'à satisfaction (et non les effacer...) ! :D

En l'occurence, la jonction correspondant à la Table de Banquet (parce que les variations dépendent des jonctions...) est celle du milieu, c'est-à-dire au centre d'un Intérieur meublé d'au moins 3x3... ;)


you see ? :ange:

...

Par Dr Prophetia Weaver le 25/10/2002 à 12:14:11 (#2403591)

Et bien merci pour tout, je vais tester le truc de coolstar, mais bon savoir ajouter ses propres objets c'est aussi un plus, donc je vais tester les deux :)

Sinon eMRaistlin, j'ai a peu prés compris la manip, si j'ai des problemes je te demanderais :p

Merci à tous :)

Bisous

Prophetia

Par coolstar le 25/10/2002 à 12:17:16 (#2403615)

;)

Par coolstar le 26/10/2002 à 12:58:00 (#2411614)

Ben alors... Tu l'as trouvé ta Table ??? :confus:

:D

Par Dr Prophetia Weaver le 26/10/2002 à 14:12:19 (#2412047)

He bien non, la table de anquet je la trouve trop petite et puis j'aimes pas les pointe à chaque bout.

Donc je crois que je vais la faire moi meme, mais je dois d'abord résoudre mon autre probleme

Prophetia

Par coolstar le 26/10/2002 à 15:19:33 (#2412363)

Ok pour les pointes (je peux comprendre...), mais... trop petite ?? :confus:

...

Par Aer'Dalys le 9/11/2002 à 15:32:40 (#2519880)

C'est vrai que les pointes son moches mais bon !

Par Stan Kley le 9/11/2002 à 19:19:16 (#2520945)

Ben ossi et surtt, c'est pleins de chaise où on peut pas s'asseoir, ni faire s'asseoir de pnj...pour une salle de banquet c'est pas l'idéal, o fait, si on met un objet invisible sur des chaises ki font partie du décor, sa peut marcher ? (avec le script centenaire pour s'asseoir sur une chaise dans onused) ?

Par Drakalien o Amlugaer le 9/11/2002 à 19:35:41 (#2521068)

Oui ça marche très certainement Stan Kley, seulement tu auras le même problème que quand tu fais asseoir une créature sur un tabouret pliant (en fait, sur toute autre chose qu'une chaise, un tabouret ou un banc), celle-ci sera orientée toujours face à l'Est et pas face à la flèche de ton objet invisible dans l'éditeur.

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