Am I the only who realizes that this is in the incorrect section? You put this in NWN Textures. This is an NWN2 texture.
Posted by Wudwaen at 2007-01-10 07:01:42 Voted 9.00 on 01/10/07
Beautiful stuff. Ok. But "-I-" need to know how to name things for the 2DA stuff. I never got that far with the first mess. I have downloaded this because I want to use it, but I want to put it in my terrain folder. I also do not understand the 2DA stuff in general. Is it different when the 2DA is a terrain versus a Weapon versus a Shield? I do not understand the list, how to find it, or how to read it. Wudwaen
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I've made pretty good progress with setting up a batch conversion process with Photoshop for all of these images.
So it won't be necessary to do this manually at all, though manual adjustment of the various channels might still be desirable, I don't really know how it will all look until having the client.
Just eyeballing things, the results of the conversion process look equivalent to the Obsidian-standard terrain textures. We'll see in a few days.
I should say rather, that the reflection issue arises from the setup of the alpha channel on the main texture & that the normal and c maps are missing, not that the normal or C maps being missing = reflection problems.
Also don't take my word as gospel, I've only been playing around with it for a few hours today.
The reflection issue arises from the lack of normal maps (*_N.dds), additionally, there is also a lack of C maps, which are possibly something to do with tinting or color (*_C.dds).
Theoretically, you could paint with these textures, and then add the normal and _c maps at a later date, and everything -might- work fine. Though I wouldn't reccomend that course of action.
Well .. at the moment the textures reflect too much light. Will this issue be addressed? ... I donÄt know whether this has to do with missing files or whether the numbers in the 2da actually have some meaning :-)
Tukaram, good enough, it just makes me cringe when modders rely on the over ride dir. its just a break point and a making for disaster when using that option. Thanks!
_________________________ Dark
Eye of the Beholder
Project Lead
ok, Drucinda, I write again the 2da files. For the numeration instead I task that I am useless bicouse if also I use a high numeration, however it will be rewrited the 2da if obsidian or others add textures.
For hak instead that override, I waited for of having the complete game. Currently an utility is not available for nwn2
Until release of the game the generation of haks remains an unresolved issue. Override works for now. Tukaram,you've done a great job putting together some truly interesting textures.
This is all cutting edge stuff so don't feel like this next comment is a complaint. Your textures seem to be missing both _n and _c maps. If you want some advice on how to fix this, I'd be glad to help out. PM me at the Link forums (Montgomery Markland) or email me at [email protected] and I'll help you get it sorted.
When are you guys going to learn to not us the override directory when making mods? I made the Eye of the beholder Mod and one of the biggest issue most people had using others mods was they had a slew of stuff in the over ride directory that always causes issues. Make a HAK file it�s the easiest and best way to make a mod or added content. Not that your work isn�t good but the over ride directory is a bad way to make mods even if it�s the easiest way to make one work. _________________________ Dark
Eye of the Beholder
Project Lead
Posted by Drucinda at 2006-10-25 08:23:21 Voted 7.00
Yes, Tuk. That's part of the problem. Here's an example... This is a line from your 2da and the texture it refers to looks like marble.
137 TT_tuk_56 255 255 255 Dirt ****
I personally think a better way to list them would be as follows..
1037 TT_tuk_Stone_56 255 255 255 Stone ****
Normally it isn't that big of a deal for me to edit the 2da .. but that's a LOT of textures to have to go back and rename and edit in the 2da lol
So basically every texture has to have the name edited and then each line of the 2da for it needs to be edited.
Also, as to what Adinos said above.. that is what I was trying to point out to you earlier.. It isn't just expansions.. See, any time ANYONE submits textures now and they are downloaded and put into a person's override, the 2da will have to be edited so that it contains EVERYONE's references. There's will have to be added to yours or vice versa. That means you need to pick a 'fairly safe' number to start with. Say 1001 instead of 84 or whatever. They don't have to follow immediately after Obsidian's. There can be a gap in the numbers, it's ok :)
Ah..is it this the problem? Ok, I rename in 2da with other numbers. For snow I'm put some textures. First number open in source 2da?
But the game is out? No, here we speak for first expansion....I can also rename with first expansion will be out (2007?...2008?...)