This is a partial rework of the NWN GUI, designed especially for the Roleplaying Persistent World "Kingdom of Arvale". It replaces the following:
- Main menu (background)
- Loading bar
- Quit/Direct Connect/Character Selection dialogue
- Inventory squares (also affects merchant window)
- Examine panel
- Death panel
- In-game menu
- Chat & hotbar
- Compass
Everything else is left as the NWN default. Installation is simple - extract the files as they are to your nwn\override directory. NOTE: This is technically not a HakPak, but can be compiled as one.
Credits:
Special thanks to the creator of the original Baldur's Gate GUI override (MtK) and to the creator of the Ravenloft: Prisoners of the Mist GUI override (Ravenloft POTM Team), as I used their work as a starting point.
Artwork on the death panel was sourced from Arjen Mollinger (http://a-m.deviantart.com/). All other images/textures in this override were created by me.
VERSION HISTORY:
v1.2
- New dialogue window
- New examine window
- Adjustments to buttons
- Adjustments to level up screens
- Various colour tweaks
- Changed main menu background to include website URL
- Fixed positioning issue on DM controls
v1.1
- Improved loading bar
- Adjusted examine panel
- Added new button appearances
v1.01
- Minor changes to inventory squares, hotbar and dialogue window
- Improved in-game menu
Link for more info (or use the secondary URL if the first does not work: Link )
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
Posted by McV at 2009-05-29 10:16:31 Voted 10.00 on 05/29/09
Hi there! This is an awesome hak, and saved me a lot of building time.
Also, a question: I just started a redesign of the GUI for a module I'm working on, and I need to move the transparent box that dialogue "prints" to further up the screen. Any idea which mdl that is? Email if you do!
Thanks for the feedback. I have had a few emails asking how this is done and I will answer here instead of replying to them (Calgach, I responded to your email but it bounced back).
I actually don't know much about how the GUI of NWN is put together. There are three types of files used for it:
.txi - appear to contain simple data related to the placement/rendering of textures
.mdl - the actual 'models' of on-screen elements (I would assume these define the shapes and positions of menus, etc)
.tga - Targa format images. These are commonly used in games as a texture format and can be edited in graphics editing apps such as Photoshop and PSP
All I did was mix and match some of the files from two other GUIs, the Baldur's Gate one and the Ravenloft: POTM one (thank you MtK and Ravenloft!), and changed the textures.
Sorry I can't be of any more help than that. I would actually really like to know exactly what role the .txi and .mdl files play myself, as I would love to change the stock GUI layout as well as its appearance.
I'll let you know if I ever find out more.
As for making the compass area/region dependant, I believe the workings of it are hard coded and so you would have to rewrite that part, which may or may not be possible through editing various files (likely not), and even then you would need to make it work with a specific module (using area tags or some other identifier to tell the compass what to do).
Again, thanks for the feedback, I appreciate it.
Posted by Calgach at 2008-08-04 23:39:02 Voted 10.00 on 08/04/08
Nice work.
BTW, I would like to use several compasses in the HUD, different ones for diferent areas - for example when the players are standing on the north pole I want a compass that shows south in all directions, when they are standing in the center of the earth the compass should read north and south but not show east or west. How could this be done?
Thanks.
Posted by JRVthatsME at 2008-04-16 08:59:56 Voted 10.00 on 04/16/08
I think you have done an excellent job of creating this GUI. Would you happen to know where I might be able to find a tutorial on creating custom GUI's as I would love to be able to make one for a module I am working on.
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