Showing posts with label placeables. Show all posts
Showing posts with label placeables. Show all posts

Wednesday, 12 September 2007

Lie down on bed, untried or rather no success with this yet

// Play custom animation (returns void)
void C_PlayCustomAnimation(object oObject, string sAnimationName,
int nLooping, float fSpeed = 1.0f)
{
PlayCustomAnimation(oObject, sAnimationName, nLooping, fSpeed);
}
void C_Laydown(object oTarget)
{
float fDelay;
if (GetGender(oTarget) == GENDER_FEMALE) {
fDelay = 3.33;
} else {
fDelay = 2.33;
}
PlayCustomAnimation(oTarget, "laydownb", 0);
DelayCommand(fDelay, C_PlayCustomAnimation(oTarget, "proneb", 1);
}

Monday, 10 September 2007

Stackable shortcut S

Stack placeables on top of one another by changing the Stackable attribute to True.

Shortcut, use S. Select the placeable and press S (this changes the "Stackable" option to True). Then, just copy and paste the placeable as many times as you want.

Wednesday, 5 September 2007

Baking hell - too many objects

Constant difficulties here. Only solution is to convert as many placeables as possible to environment objects.

Friday, 31 August 2007

Tint walls and floor - How?

Because I always use Properties in a New Window I couldn't find how to tint walls. If you select the interior Tiles you wish to colour you can look in the Properties window itself to change the colour of the walls.

BUT so far, changing the colours for the floor, let alone the promised texture changes (promised pre-release) doesn't work at all.

Floor workaround - I chose a floor placeable, resized it to fit the whole floor of the area, and tinted that in the usual way.

ALTHOUGH I had problems getting it to sit on the ground! Fixed that by changing the last parameter of its 'Position No Snap' to zero. IMPORTANT - after doing this set position and height lock to True!

SIDE NOTE set this last height param to 0.01 for carpets that sink into the floors particularly with the castle tiles.

There is also a placeable called a floorprop - initially at least a giant orange swirly tiled thing, but haven't really investigated its potential.

Friday, 24 August 2007

Lighten the load

Lighten the load on your PC by converting placeables to mere environmental objects. The engine does not calculate collision with these for either the characters or the camera and does not cut the walkmesh, so that fewer calculations have to be made in-game.

Convert rocks, even buildings beyond your interactive zone, and things that are purely there for decoration, not to be interacted with, and you will help your module run faster.

One caveat: Remember to cut the walkmesh out around them or you can walk through them.

Thursday, 23 August 2007

Creating and using Groups

Create groups by using Shift click to select the various bits. Right click and select Export.

To use these files, simply unpack the .pfb files into My Documents/Neverwinter Nights 2/Override folder. Start up the toolset and they should appear under Blueprints|Prefab Groups.

Hmm. This works, but there is no Name field. Don't know how to make this happen.

Apparently to make sure they show up with a Name, you have to export them, then move them into override, then name the files, then re-export them. Oh how ridiculously convoluted.

Nope, doesn't seem to work.
unsolved
Tried allowing editing of blueprints by changing the value of
View/Options/General/Advanced/AllowEditingGlobalBlueprints
to true. And then using the plugin UniversalBlueprintChanger. But am getting crashes when try to load values for any prefabs at all.


Aha, know the answer to this now i think. I have not got the patch on my machine, and this was a problem fixed in the patch 1.03.

Q. Is there a way to create groups as we had them premade in Neverwinter Nights 1?

A. Select the objects you've placed, right click them and select Group. Name them. Right click them again and select Export. Save them into your modules directory inside the current temp folder you are working with (the module name will be at the end of it). Restart the toolset and open the module, you will see your grouped prefabs in the Prefab tab. You will have to rename it and classify it to get it organized as you want.
Source: Neverwinter Night 2 Toolset Guide


UPDATE: Got the patches, but still can't rename these things. STill don't know how to in spite of various advice I've found online.

Using Height lock with placeables

Getting placeables to do what you want can be very tricky. The arrow keys move placeables about, use Ctrl as well to rotate them. Page Up/Down adjusts the height of your placeable.

Height lock (‘Z’) locks the placeable in place. Use to fix its height in absolute terms. You can use this to get bridges to stick where you want them for instance. And useful for 'mixing' into terrain if they otherwise look too stuck on top of the terrain.

Stackables or placing things on tables



You can now stack placeables. This requires only changing Stackable under the miscellaneous properties to TRUE.

Change the default Stackable to True for the item, such as the bowl of fruit, which can be easily placed on top of say a table. This really works, see screenshot.

You can even stack several things, like baskets. A stack of three of the flatter baskets looks good.

OK, it is sometimes easier than other times. Use the arrow keys to fine tune your placing. And Ctrl arrow to turn it around.