Search found 138 matches
- Sun Jun 07, 2009 4:24 pm
- Forum: NWN - General
- Topic: The best of all possible CC combinations
- Replies: 11
- Views: 26496
- Sun Apr 05, 2009 5:29 pm
- Forum: The Learning Curve
- Topic: Doors and dwk's for beginners
- Replies: 2
- Views: 14456
<t>ARGH. Ok... I'm about to give up. So, I've been building doors for a long time but I finally discovered that my doors aren't working properly... they open, close, etc exactly as they should and PCs are blocked from walking through them but for some reason NPCs can walk AND shoot right through the...
- Sun Apr 05, 2009 4:30 pm
- Forum: General CTP Discussion
- Topic: CTP Generic Doors - Gothic Doors
- Replies: 5
- Views: 14795
<t>I stand corrected... I rechecked what I found earlier and the issue with the doortypes.2da lines resulted in the player character being able to walk through doors. Once I lowered the door number the players were no longer able to walk through walls but I didn't check to see if NPCs could do it st...
- Sun Mar 15, 2009 1:23 am
- Forum: General CTP Discussion
- Topic: CTP Generic Doors - Gothic Doors
- Replies: 5
- Views: 14795
<t>Thanks for looking into this Boodah and OMB... <br/> <br/> One thing I did notice though... when I was doing the aztec exterior doors that when I had doors inserted above a certain number I would be able to walk through all the doors... but when I lowered their position in the doortypes.2da file ...
- Sun Jan 25, 2009 12:54 am
- Forum: GMax, 3DSMax - Q and A Area
- Topic: RE: ? About Map Channel in GMAX
- Replies: 9
- Views: 19043
This would not be the case. As you said yourself NWN does not allow for multiple textures on a single mesh. Therefore, there would be no reason to save map channel information in the model file. I could see this happening if it were a saved max file, but not an imported NWN mdl file. oh, I assumed ...
- Fri Jan 23, 2009 4:25 pm
- Forum: GMax, 3DSMax - Q and A Area
- Topic: RE: ? About Map Channel in GMAX
- Replies: 9
- Views: 19043
<t>I can translate... I actually had to look it up a bit because I never really use it. <br/> <br/> Essentially, each material you create can be assigned to a specific channel. This means that only UVW modifiers (a UVW modifier is a modifier that changes the scale of a texture and its position on an...
- Mon Aug 25, 2008 3:26 pm
- Forum: The Learning Curve
- Topic: Blueprint naming?
- Replies: 2
- Views: 7165
<t>Ugh, you know what, I forgot for a while how I got around this then finally remembered... <br/> <br/> After you create all your placeables, you can export the erf then use the erf editor from the vault and edit the entries that got generically named to "blueprint001" etc manually. This way you ca...
- Sun Aug 24, 2008 5:17 pm
- Forum: The Learning Curve
- Topic: Blueprint naming?
- Replies: 2
- Views: 7165
Blueprint naming?
<t>A couple mysteries... when I created the placeables for suburbia, most of the blueprint names came out correctly (ie similar to the name of the item) but a lot of them had blueprint names of "blueprint000" "blueprint001" etc. <br/> <br/> How does NWN determine what to set the blueprint names as? ...
- Fri Aug 22, 2008 3:39 pm
- Forum: The Learning Curve
- Topic: Shinyness in textures?
- Replies: 10
- Views: 19294
Found something new to add to this. The horses use an Alpha channel within the texture for metal shininess. I had been trying to figure out why the DLA horses had shiny metal armor, and finally opened one of the original textures in Photoshop and looked at the channels. The Alpha channel is basical...
- Tue Aug 12, 2008 7:51 pm
- Forum: Tileset(s) and CC Integration
- Topic: How to swap water textures between tilesets?
- Replies: 13
- Views: 27572
<r>Thanks you two <E>;)</E> <br/> <br/> I've been on a modern kick lately though... I need to pack up this office set and promised to help with a spaceship conversion but thats probably it... mainly because: Good news for me, I just got married, Bad news for my nwn hobby, I just got married <E>;)</E...