Shields with the symbol of Clangeddin Silverbeard

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klandearlas
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Shields with the symbol of Clangeddin Silverbeard

Post by klandearlas »

Hiya

Can any tell me if there are any shields with the symbol of clangeddin Silverbeard on them on the server? Like those of Moradin or Tyr.

If not would it be possible to have one made?

Thanks in advance
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Zelknolf »

I'm not aware of such a model already existing in a usable state, but reskins are one of the easier things to do; not a zero-time investment, so you'd probably be looking at putting your own time into it if it was sufficiently important.

Plenty of tutorials if you wanted to Google, though; any image editor that has RBGA channels ought to be able to do a reskin.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Thangorn »

its not too difficult to reskin with some experimentation (I made a few flags and stained glass windows for alfa and if a gimp like me can do it, I'm sure you could turn your hand to it :) ), haven't done a shield but its the same principle. Check the vault tutorials..see here http://nwvault.ign.com/View.php?view=nw ... tail&id=60
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klandearlas
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by klandearlas »

Thanks guys.

That would require the builder yeah? interesting thing is cant find the builder anywhere? :) bought the game through steam and dosnt seem to have come with it.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Heero »

Make sure yer in the library in Steam.

In the menu bar, the smaller one, you should see 'Search' and 'All Games' - Click the Dropdown for 'All Games'.

Select 'Tools' from the dropdown.

In the list you should see Neverwinter Nights 2: Platinum - Map Editor. Install this.

Once it is installed, you will now be able to launch the toolset from within Steam in your start menu.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Brokenbone »

The toolset is different than the "artsy" programs you'd use to make a new texture (sometimes called a skin) applied to a model of something like a shield or a window or whatever. That vault tutorial might give some tips of cheap or free tools to go and find for your purposes.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Curmudgeon »

Brokenbone wrote:The toolset is different than the "artsy" programs you'd use to make a new texture (sometimes called a skin) applied to a model of something like a shield or a window or whatever. That vault tutorial might give some tips of cheap or free tools to go and find for your purposes.
Right, and right, though we sometimes call this kind of project a "reskin". If you need artwork for the Father of Battle's symbol (two crossed axes), the WotC website has it. I have a file of these somewhere as well.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Thangorn »

will this do

Image

Curm convinced me to pull my finger out and do it. Shields are even easier than placeables to reskin I discovered cause you dont have to d**k around with 2da updates
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Inwintersshadow »

:D:D:D:D:D:D
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by hollyfant »

Looks good! And it may even be useful to non-Clangeddiners; crossed weapons are a common motive.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Brokenbone »

Cool stuff. Is the idea that its sort of a copy of whatever that shape of shield was, with a new 2da line saying "go look for this new texture?"

Anyhow, hurray for making the effort.
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Re: Shields with the symbol of Clangeddin Silverbeard

Post by Thangorn »

Brokenbone wrote:Cool stuff. Is the idea that its sort of a copy of whatever that shape of shield was, with a new 2da line saying "go look for this new texture?"
It works pretty much like this.
* mdb (model) files reference the 3d shape of a model and also the 4 types of "skin" textures (.dds files)
* dds (texture) files are broken into 4 types:
  1. diffuse maps (the main skin - no suffix in the file name)
  2. tint maps (shows what can and cant be coloured in the toolset - have a "_t" suffix)
  3. illumination/glow maps (show where a model should emit "light" - have a "_i" suffix) and
  4. normal maps (show how a model should interact with light, its "bumpiness" - have a "_n" suffix)
* you pretty much just the alter the texture files to what you want, rename the model file (to match appropriate naming conventions) and change the references to your new texture files using an mdb editor.
* All the apps you need to do this are provided with this tutorial on nwn2 vault

I learned how to do all this from the above tutorial and a few others that I cant seem to find anymore.

Don't need to touch 2das for most (pretty sure all) item reskins, just have to stick to naming conventions for the mdb. You do have to add 2da lines for placeables, etc.
Complex models are freakishly difficult for a njub like me to reskin but simple models are pretty easy.

If you want to have a play at recognising the file types to get you started, all the oc mdb/model files are in the Data folder in the Neverwinter Nights 2 program directory under NWN2_Models... (just have to unpack with NWN2 Packer) and all the oc dds/textures are in the Data folder under NWN2_Materials.

Here's something else I made today when I was playing around
Image
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