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Reskinning Placeables

Posted: Tue Nov 17, 2009 3:21 am
by Curmudgeon
Some of our builders have expressed a need for some custom placeables - banners and signs with specific symbols on them, stained glass windows not in our current collection, etc.

Does anyone here have the knowledge of how to go about this and what tools are required?

Re: Reskinning Placeables

Posted: Tue Nov 17, 2009 1:24 pm
by Riotnrrd
Mmmmm...

I'd have to look around, don't know if something like 3DSmax would be needed, or just flipping some bitmaps in a folder somewhere...

If its 3DSmax, I might be able to do it.

What are they paying :) or willing to do in trade...

Re: Reskinning Placeables

Posted: Tue Nov 17, 2009 4:06 pm
by Wynna
*Puts up hand* Wealth, power, knowledge and not activating the portal to the Nine Hells that sits under the Orphanage.

If you have the tools and the know-how, I'd lurve some stained glasses. I could PM the design specs.

Re: Reskinning Placeables

Posted: Tue Nov 17, 2009 11:14 pm
by AcadiusLost
Generally an expensive 3D editing program is only needed if you are changing the shape of a model, adding animations, etc.

The "skin" is a separate image-type file, which is referenced by the model file to be wrapped around the shape of the object in-game (hence the term "skin") It can be edited in programs like photoshop, illustrator, etc. Minor changes need to be made to the MDB file itself to point at the new skin, but those can be made using a hex editor in a pinch. The result is sometimes pretty crude, but easy enough to attempt.

Something like a banner or a window is going to be easiest... if you've ever tried to look at the "skin" image for something like a dragon or a human head model, it's not exactly intuitive to work out what you're looking at.

Re: Reskinning Placeables

Posted: Tue Nov 17, 2009 11:41 pm
by Riotnrrd
Cool... so... 3D modeling is not needed

Re: Reskinning Placeables

Posted: Tue Nov 24, 2009 9:58 pm
by Curmudgeon
Thanks to Dunniteowl's NWN Citadel Project weekly news, I found this tutorial on the Vault.

Re: Reskinning Placeables

Posted: Thu Dec 17, 2009 10:24 pm
by viigas
I will try remember to look at this now during the days off.

To make wynnas windows should not be all that big a deal if one of you know how to include it if I create a 2da file with the added stuff as in this tutorial, all we can do is try :|

Re: Reskinning Placeables

Posted: Thu Dec 31, 2009 7:53 pm
by davidcurtisjr
"Generally an expensive 3D editing program is only needed if you are changing the shape of a model, adding animations, etc."

Say I have a 3d editing program. (Blender--Some of you may be familiar with it. It's an open source 3d editing program) This editing program can animate, bring home the bacon and fry it up in a pan. Once I have a file saved, what format should it have in order to place the item in game? Also, how do I ensure that my ratio's are compatible with NWN's. Any info on this would be appreciated. Thanks.

Re: Reskinning Placeables

Posted: Thu Dec 31, 2009 8:03 pm
by davidcurtisjr
"Generally an expensive 3D editing program is only needed if you are changing the shape of a model, adding animations, etc.

The "skin" is a separate image-type file, which is referenced by the model file to be wrapped around the shape of the object in-game (hence the term "skin") It can be edited in programs like photoshop, illustrator, etc. Minor changes need to be made to the MDB file itself to point at the new skin, but those can be made using a hex editor in a pinch. The result is sometimes pretty crude, but easy enough to attempt.

Something like a banner or a window is going to be easiest... if you've ever tried to look at the "skin" image for something like a dragon or a human head model, it's not exactly intuitive to work out what you're looking at."


What file type is the image file and where should it be saved in our folders?
I imagine the hex editor is a sin plug in could you clarify?
Thanks.