Want make your coast line or mountain sky come alive? Then this very, very simple VFX from my upcomming ZORK I conversion may be something for your module.
Place it high upon a hill where they can be seen against the sky. Use some fog to make the bird flock look more realistic.
*** PLAYERS installation guide ***
1 - Download the HAK-package and extract the *.zip file to your "My Documents/Neverwinter Nights 2/hak"-folder.
*** BUILDERS Installation guide ***
1 - Download the HAK-package and the *.ERF file.
2 - Extract the *.zip and copy the *.hak file into your "My Documents/Neverwinter Nights 2/hak"-folder
3 - Attach the HAK PAK to your module by opening the Toolset and select the *.hak file under "View>Module Properties>Hak Paks".
4 - Import the BluePrint(s) by selecting the *.erf file under "File>Import".
5 - Save and Reload your module.
*** Installation guide for BUILDERS with their OWN HAK PAKs ***
1 - Download the compressed Override-package and the *.ERF file.
2 - Extract the *.zip file file into your "My Documents/Neverwinter Nights 2/override"-folder
3 - Import the BluePrint(s) by selecting the *.erf file under "File>Import".
4 - Save and Reload your module.
Something about HAKs, ERFs and the Override folder:
HAK-files are used to distribute Custom Content and are similar to an uncompressed zip-file. It can contain several files of different type which a module creator wish to distribute with her/his module. The *.hak files need to be placed into the hak folder and then be associated with the module via the Module�s properties dialog. Afterwards, the contents of the hakpak are available both in toolset and game.
ERF stands for Encapsulate Resource File. It is used when importing and exporting resources from one module to another. Most people keep .erf files in a folder in their My Documents folder called erf. Note that you don't get an erf folder by default, so feel free to created one when you need it.
The Override folder is used to override files in the original game. When a modified file are placed in it the game will use this file before the original file with the same name. Builders often use this folder during development of new content, before putting it into a HAK-file.
Careless use of the override folder can cause problems with the game.
*** Version history ***
1.0b 08-07-2007 New distribution package with HAK and ERF and Override options.
1.0 07-27-2007 First release.
If you need help with how to use, or modify them please ask.
@MCMunroe
I don't know how it could happen. 254 downloads and the file is now size zero... I've re-uploaded it so now it should work again. _________________________ ZORK - Rediscovering the Great Underground Empire
a re-make of the classic ZORK I, for Neverwinter Nights 2 Amraphael's House of Curious Things
My NWN2-blog
_________________________
If you download it, vote for it!
@ landsofkaelthia
Well, ducks do seldom fly upside down so just changing the tga-file to a duck-silhouette(?) would just look crazy. Take a look at my other vfx "A cloud of bats". The bats flap their wings and altering that animation to another bird may do the thing. Play around with the tga's and the pfx-files. Maybe I'll take some time of my module work and do try some other birdies. _________________________ ZORK - Rediscovering the Great Underground Empire
a re-make of the classic ZORK I, for Neverwinter Nights 2 Amraphael's House of Curious Things
My NWN2-blog
_________________________
If you download it, vote for it!
Just a question. How can I change these martins into macaws,ducks or any other type of bird? I am working on a mod that is wetland/tropical forest related and I have no tropical birds or ducks.
Posted by mrmonko at 2007-08-20 06:23:30 Voted 9.00 on 08/20/07
After some trouble shooting, I found the problem. Making a brand new blueprint didn't work, but copying an exsisting blueprint and editing it worked...why? I don't know.
MulrichFendt:
Ah, it You can do like this: In the toolset goto Blueprints>Placed Effects and RightClick to Create Blueprint Module.
Select z.fx_birds under Special Effect
Name it whatever you want and to make it easy to find you can type z.fx_birds in the ResRef, Resource and Tag fields (or something else if you have your own standard).
I have put them into a hak, and included the hak in my module, but where do I find the effect or what do I need to do to be able to place it in the toolset?
Moonripple, thanks for voting. I doubt they would match the standards used in an expansion, but I'm still happy to hear that you liked it.
Sorry, VFX are not tintable (not from the blueprint page in the toolset anyway) but you can always open the z_fx_birds.pfx and change the begin and end colors. The begin has to be a bit more pale than the end to maintain the far-and-near effect.
Thank you very much for the post and comments, Saben and seraphimsage1. I'm glad you enjoyed the VFX. _________________________ ZORK - Rediscovering the Great Underground Empire
a re-make of the classic ZORK I, for Neverwinter Nights 2 Amraphael's House of Curious Things
My NWN2-blog
_________________________
If you download it, vote for it!
Posted by Moonripple at 2007-08-01 00:25:38 Voted 9.75 on 08/01/07
This is so cool! They really make the skies more dynamic and I hope they use it in the official expansions. Can't wait to use the bats for my Ravenloft campaign!! Can you make them in different colors or maybe let us tint them? _________________________ - Of all the friends I've had... you're the first -
Posted by seraphimsage1 at 2007-07-31 22:46:18 Voted 9.75 on 07/31/07
A exceptional Visual effect that brings life to NWN2's desolate skies. _________________________ My Website: Link
Posted by Saben at 2007-07-31 08:03:38 Voted 9.25 on 07/31/07
This is a great idea and the execution is perfect. It's the little things that build up atmosphere and I can't realy see how any module maker could avoid using this hak.
Posted by jallaix at 2007-07-30 10:32:11 Voted 8.50 on 07/30/07
Vultures and bats !
I'm waiting for the next version impatiently ! _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Wow, thanks alot jallaix and Terame for your kind words!
Later on when I've got time (finishing my current mod takes all the time right now) I'll upload my Vultures and bats. They are really cool but need some polishing _________________________ ZORK - Rediscovering the Great Underground Empire
a re-make of the classic ZORK I, for Neverwinter Nights 2 Amraphael's House of Curious Things
My NWN2-blog
_________________________
If you download it, vote for it!
Posted by Terame at 2007-07-30 00:58:18 Voted 9.75 on 07/30/07
Simply a Must Have - adds so much to the atmosphere rather than the same old-same old empty areas with sounds every now and then.
I will be using it in my pirates campaign :)
Posted by jallaix at 2007-07-30 00:02:44 Voted 8.50 on 07/30/07
Something that adds flavour to areas that would otherwise seem empty. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone