(My apolgies up front for the length of this)
Obsidian,
There are several steps you need to go through.
First you will need to rename all of your .tga portrait files to correspond to this format:
po_rr_g_filename_X.tga
where all portraits have the po_ extension at front, rr is the race designator (el for elves, hu for human, dw for dwarves, gn for gnome, ha for halfling, or for half-orc), g is the gender designator (f for female and m for male), the filename is whatever you choose to uniquely identify the images - I recommend keeping it as short a feasible, and X is either h, l, m, t or s and represents the various sized images.
Second, you need to edit your portraits.2da file (I STRONGLY suggest you save a copy of the original before you attempt this - in fact, copy the portraits.2da file to a separate folder and work on the copy).
When you open the portraits.2da file you will see something like this:
line# BaseResRef Sex Race InanimateType Plot LowGore
565 Rakshasa_f_ 4 20 **** 0 ****
566 kobwizb_ 4 15 **** 0 ****
567 kobwiza_ 4 15 **** 0 ****
568 kobchiefb_ 4 15 **** 0 ****
569 kobchiefa_ 4 15 **** 0 ****
570 kobb_ 4 15 **** 0 ****
571 koba_ 4 15 **** 0 ****
572 dw_m_101_ 0 0 **** **** User001
573 dw_m_102_ 0 0 **** **** User002
574 dw_m_103_ 0 0 **** **** User003
575 dw_m_104_ 0 0 **** **** User004
576 dw_m_105_ 0 0 **** **** User005
577 dw_m_106_ 0 0 **** **** User006
578 el_f_114_ 1 1 **** **** User007
579 el_f_115_ 1 1 **** **** User008
580 el_f_116_ 1 1 **** **** User009
581 el_f_117_ 1 1 **** **** User010
582 el_f_118_ 1 1 **** **** User011
583 el_f_119_ 1 1 **** **** User012
584 el_f_120_ 1 1 **** **** User013
585 el_f_121_ 1 1 **** **** User014
586 el_f_122_ 1 1 **** **** User015
587 el_f_123_ 1 1 **** **** User016
588 el_f_124_ 1 1 **** **** User017
589 el_f_125_ 1 1 **** **** User018
590 el_f_126_ 1 1 **** **** User019
591 el_f_127_ 1 1 **** **** User020
592 el_f_128_ 1 1 **** **** User021
593 el_f_129_ 1 1 **** **** User022
594 el_f_130_ 1 1 **** **** User023
595 el_m_101_ 0 1 **** **** User024
596 el_m_102_ 0 1 **** **** User025
597 el_m_103_ 0 1 **** **** User026
598 el_m_104_ 0 1 **** **** User027
599 el_m_105_ 0 1 **** **** User028
600 PLC_C10_ 4 **** 4 **** ****
601 cat_mpanth_ 4 23 **** 0 ****
602 Rat_ 4 8 **** 0 ****
603 DireRat_ 4 8 **** 0 ****
Notice that I have added a series of NEW entries from line 572 to 599 (first column). (These lines are reserved for user content and should NOT interfere with any upgrades that bioware is planning.) The code for the portraits (second column) is simple,
"el" is the race designator, "el" for elf, "hu" for human, "dw" for dwarf ..
"m" or "f" is the gender designator, self explanatory
So on line 572, I have added a dwarven male portrait, and the corresponding .tga files are all labeled as po_dw_m_101_X.tga.
The third column represents the gender of the npc and is 0 for male and 1 for female.
The fourth column represents the race of the npc - dwarf is 0, elf is 1, human is 6, gnome is 2, halfling is 3, orc is 5.
Edit your copy of the portraits.2da file to add the portrait references and save the file.
Now, you need to go the Toolset.
Open the hakpack utility in your NWN’s utility folder (nwhak.exe).
Choose resource and then add. Now you add your modified portraits.2da file and your new portraits (with all its 5 sizes).
All the files should now be displayed in the hakpack window. If you’ve only added one portrait, there should be a total of 6 files in the hakpack by now.
Add a title to your hakpack, and a description if you want. Save the hak.
Now open the toolset, create a new module (or open an existing one) and create a new area. Now that the area is visible, choose the hakpack in the modules properties under the advanced tab, and you are set to go. The portraits should be visible under the appropriate tab. [img]smile.gif[/img]
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“Every tavern’s an opportunity, I say.”
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