02-08-2003, 04:54 PM | #1 |
Elminster
Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
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How can I give an NPC a custom portrait?
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02-09-2003, 09:19 AM | #2 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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(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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02-09-2003, 09:22 AM | #3 |
Elminster
Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
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Thankye Micah, and no need yo appologise, heh
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02-09-2003, 09:24 AM | #4 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Glad to help. [img]smile.gif[/img] Good luck with the mod. Let me know when it is ready. [img]smile.gif[/img]
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“Every tavern’s an opportunity, I say.” |
02-09-2003, 09:32 AM | #5 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Obsidian,
The tabs didn't come through on the description on the line entries in the portraits.2da file, so be careful with those entries. Also, you can open the portraits.2da file in notepad, it should be just small enough. There is some conflicting information about whether you can add lines past line 700 in the portraits.2da - some people claim that it causes the game to crash, others say that it works just fine. With 28 available user content lines, you should be able to get enough npc portraits into the mod so that you do not need to go past line 700. [img]smile.gif[/img]
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“Every tavern’s an opportunity, I say.” |
02-09-2003, 11:51 AM | #6 |
Elminster
Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
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Ok, thanx. And Ill keep ya posted
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