Texture fix for the Stained Glass Windows

New models, textures, & integration of 3rd party content.

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AcadiusLost
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Texture fix for the Stained Glass Windows

Post by AcadiusLost »

Thanks to the primer on models I picked up checking out that castle wall link Indio posted, I worked out what the name of the missing texture file was that was messing with all the rectangular-frame windows. A quick file rename and insertion later, and they were repaired.

Anyone who wants to use them (like all of you temple designers) should download the slightly-upgraded textures hak linked here:

http://www.alandfaraway.org/downloads/N ... ures03.rar

And then import the fixed blueprints for the windows, erf is linked here:

http://www.alandfaraway.org/downloads/N ... s_abr2.erf

Should be able to overwrite the old ones, the new blueprints are just renamed to remove the "__" prefix I'd thrown on there so people knew those were buggy.
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AcadiusLost
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Post by AcadiusLost »

Oh, and I realized their "fenetretorm" window appearance is actually a symbol of Helm, so I fixed our blueprint version in the erf. I'm thinking it's not worth changing in the base resource names, though it needn't be the final word on that.
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Post by Aelred »

Way to go Acadius! Now I can finish Rhyester Matins for Indy. I'll let you know how it works out.

Thanks so much!
Aelred

EDIT: Both links bring me to a page with a bunch of Jabberwocky - heiroglyphics?
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AcadiusLost
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Post by AcadiusLost »

Did you try right-click and "Save as"? The textures hak should be a .rar file, uncompressable with winRAR or WinZIP. The second link should be an .erf file, to be imported into the module via the toolset.

The textures hak is much too large to email, though I could sent the erf by email if you can't get to it.
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Post by Aelred »

My computer sees it as a htm page. I saved it and changed the extension and it worked. Saw the Lathander stained glass sans graffitti - WAY TO GO AL!

The new building custom content we were all playing with today clashes with the hak. The temple I had made was suddenly converted to a ton of LOLTH stained glasses - very weird. When I dis-associated the mod with the hak the building parts were back in place.
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Post by AcadiusLost »

Sounds like the placeables.2da conflicts just need to be resolved- easily done, but it'll screw with any of these castle walls / ramparts / tower placeables that are already placed in a module (they'll all need their appearances individually or collectively reset)- so I'd suggest playing with them in a test module for now to get the hang of them, and wait for it to be rolled into an ALFA hak before building anything "official" with them for now.

Also- glad to hear the fix worked for you!
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Post by Aelred »

:( *puts on a pouty face*

Indy and Thangs are using the building blocks already. I wanna play too!
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AcadiusLost
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Post by AcadiusLost »

I'll see if we can get this resolved tonight- talking to Thangorn, it seems it probably makes more sense to leave the castle placeables at their default positions, and shift the stained glass ones elsewhere (as they'll be far fewer and further between to fix).

So, you can play with your blocks after dinner and your chores. :wink:
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Post by ç i p h é r »

On a side note, are you padding all the 2DAs? We need to be reasonably sure that there is enough room for future NWN2 expansions. Modders are fairly good about doing this so I wouldnt' be surprised if the prepackaged 2DAs have already taken this into consideration.

If an overlap occurs between our entries and OE entries, we'll be forced to redo the 2DAs and adjust all the blueprints (and instances) which relied upon them. That would be a royal PITA. So if there are any questions about the padding at all, I think it'd be best to err on the side of too much rather than too little.
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Post by AcadiusLost »

Pretty sure all the entries I've merged in are well padded from OE's content, though we'll see if they pull a fast one on the community by adding a ton with the expansion. I'm not sure how best to pad between CC additions, which may be a good plan if some of these can be expected to grow as time goes on (adding more stained glass windows, for example- Thangorn is already working on a few that weren't in the vault pack, Bane foremost among them).

Maintaining them over improvements in the vault content is easier if we can retain their 2da row numbers, though that's clearly not going to be possible in all cases. It may make sense to weight priority on row shifts based on the perceived likelyhood that the content will be maintained and/or improved over time.

Either that, or we try to come up with a "logical" arrangement of our own, and nail it down soon- before building gets too far underway.
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Post by ç i p h é r »

Ok, that's good to hear. Are they padded on the order of tens, hundreds, or thousands of lines? Placeables.2DA is probably the one file that has no conceivable limits so as crazy as it might sound, a thousand or more lines of padding may actually be a good idea.

As for content improvements, the only time they would affect our 2DAs is if new content was actually introduced with an update and if that happened, it's highly unlikely that our 2DA row numbers would match the packaged 2DA as our HAK grows. That means, we'll probably always have to adjust the new blueprints.

As such, I don't think it's worth the organizational effort to reserve space for custom content expansion - it's most practical to just add them to the end of our 2DA. Revised content (like an updated model) could simply replace the existing content in our HAKs which would take effect the next time the server loads.

Anyway, I was mostly just curious.
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Post by Lusipher »

Is this the Stained glass window hak on the vault you modified?

From:

http://nwvault.ign.com/View.php?view=Nw ... ail&id=148
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Post by AcadiusLost »

That's the one, it's in ALFA's NWN2 haks now (in a repaired form). And no, there are no Tiamat ones hidden in his files.
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Post by Lusipher »

yeah I know I asked him to put one in on the NWvault forum. Hopefully, when he makes an update.
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