Guest Guest_latendresse76_* Posted November 22, 2009 Share Posted November 22, 2009 ok i have been messing with the icewind dale collection i have managed to convert all the iwd spell icons to iwd2 icons and i want to convert come spells to iwd from iwd2 but i haven't figured out the whole 10ft radius,25 ft radius thing going through the spells i had thought that it was the area part but through trial and error i am a bit stumped i though i read some where that the animations are what determines the radius. i have started with the iwd2 spell Executioner's Eyes but it's hard to tell if it's really working also has any one found the pottrate icons so that they could be added? if there is a manual or tutorial for DLTCEP that covers items i would love to know where to find it thanks Link to comment
Avenger Posted November 24, 2009 Share Posted November 24, 2009 Not the animations, but the projectiles that determine the AOE. Sadly only BG2 has custom projectiles. (Or GemRB based IWD). I'm not entirely sure, but i think you talk about states.bam/states2.bam? I think it is possible to mod that file, and add some new icons, but there is limited space. The number of cycles cannot exceed 255 in that file. Link to comment
latendresse76 Posted November 25, 2009 Share Posted November 25, 2009 Not the animations, but the projectiles that determine the AOE. Sadly only BG2 has custom projectiles. (Or GemRB based IWD). I'm not entirely sure, but i think you talk about states.bam/states2.bam? I think it is possible to mod that file, and add some new icons, but there is limited space. The number of cycles cannot exceed 255 in that file. i meant the projectile for the animation i kinda figured that when making the arrows of detonation from iwd for iwd2 it didn't work till i found the proper projectile (animation). on another note does WeiDu when writing in made items extend the strref count or just use another file to store the descriptions? i have been using some of the blank strref for items/spells i have made and wondered if it might interfere some where in the game? i have been meaning to learn it but haven't had many changes that i have thought to distribute being that i'm kinda a noob at it. my knowledge of it may grow when i get the bg games again also has any one tried borrowing stuff from kotor and implementing it in to any of the bg/iwd games? Link to comment
Avenger Posted November 25, 2009 Share Posted November 25, 2009 weidu has intelligent strref management. I don't know the exact way, but i think it uses the first exact match for a string, and creates a new entry if it didn't find one. Don't use empty but allocated entries. The best way to create items is to have a development install and a clean install. Create the item in the dev. install, build a tp2 (dltcep can export an item in tp2 format), then import it into the clean install. Link to comment
Jarno Mikkola Posted November 25, 2009 Share Posted November 25, 2009 (dltcep can export an item in tp2 format) Just out of interest, could you give me the exact steps or show me a link that has them... as I always use the exported .itm files copied from the mod files to override, well mostly... Link to comment
latendresse76 Posted November 26, 2009 Share Posted November 26, 2009 (dltcep can export an item in tp2 format) Just out of interest, could you give me the exact steps or show me a link that has them... as I always use the exported .itm files copied from the mod files to override, well mostly... i second that! i have found a few things on packaging for distribution but it all tends to be for much larger projects like NPC's and store mods which tend to give a lot of information to sort through. Link to comment
Avenger Posted November 26, 2009 Share Posted November 26, 2009 Load the spell or other filetype in dltcep, then go to the file menu and use export to tp2 (or tbg) format. I use tbg when i transfer files in my system, i prefer it to tp2. I use tp2 only when i want to share it with others. Link to comment
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