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loki70 wrote:boobs are all unique.Why do you think guys want to see them all??
Pleth is the Best!
AJ is Arcadia's Brother
*bolding is for laugh factor, and all mine.The visible cloaks from the 1.68 patch are supported for all the styles except Demon Blade and the unarmed combat sets. However, please note that as of this release, only the earlier BioWare robes are supported. The Wyvern Crown coats and loincloths included in the 1.69 patch are not yet supported and will not sync up with the ACPv4 animations.
ACPv4 uses phenotypes 15-21 and 30-33, and is thus incompatible with the CEP horse phenotypes. I have no plans of migrating the ACP to a different phenotype range, so please don't ask.
andlast updated on August 4, 2008
... they are kinda nifty until you run into bugs with current stuffwikipedia wrote: NWN Version: 1.69 as of July 10, 2008
Krator wrote:See above for discussion. Simple instructions:
1. Make sure you have a system that can handle this (less than 2-3 years old, not a laptop with only onboard video). Disable the 'shiny water' option in NWN options. Back up your override folder.
3. NWNCQ
Get the 1.3 'basic' version and the 1.3 'basic' patch, put it in override according to instructions.
4. NWShader
Install according to instructions. I recommend the following settings. Basic: Fullscreen Shaders on, 'Use Fog' on, Fog Distance Mult 2.0, Calculate Depth on, rest off. Advanced Settings: none. Shaders: 'depth of field' and 'bloom' shaders only.
5. Adjust the gamma slider in NWN options to the brightness level you prefer. The bloom shader generally brightens everything.
I will not take, I will have.
—Kurt Villainova
README.txt wrote:Why use the .ext hak as an override? I'm glad you asked!
1) Using the override folder doesn't work for certain types of files. Some only work when loaded from a hak. Tileset additions also turn it into a mess of things you can't remember later on, and a headache to make changes later.
2) Editing the original Avlis tileset haks (or other ones) mean you either have to write down every file changed, or keep copies of the originals to swap out later. It also means a few much larger files to host on my end (and for you to download) compared to one tiny one.
3) The avlis_ext_4.hak is empty for clients (besides this readme), and for playing online, anything added to it can't conflict with how it is used on the server end either. Client hak changes can't modify server stuff (or vice versa), and the server haks are only used to modify things on their end.
*Note* If used on a local server or in the toolset, then the previous bit isn't true.
4) It is at the top of the list of haks for Avlis (There are 10 avlis_ext_# ones, but the Avlis modules only use up to #4 last time I checked). This means it takes priority over anything else in the hak list. Only things like erfs in the texturepacks folder (only for new textures), and the override folder, have higher priority. When more than one file with the same name is found, the one with the highest priority is used. Also why it is called "override", as you are overriding what it would use.
New content added by Gorgon:
Wild Woods Tileset Override(ttw01):
- Updated 27 tiles to have fading tree trunks.
The trees have fading foliage, but needed the trunks chopped and made fadeable as well. Fading only the foliage works in other tilesets where the trees aren't packed so closely together (it is still the lazy option), but chopping them to fade the upper trunks is needed with up to half a dozen trees in a single tile.
This is a quick fix version (aka "total hack job"), where I used CleanModels to run a slice plane across entire tiles, and faded anything above a certain height from the walkmesh (it also fixed 125,000 other things at the lowest setting... handy tool). The bottom trunks aren't capped with nice black tops, which means you can see inside them. Since NWN doesn't draw the insides of things you shouldn't see, the other side of the tree is invisible. Capping them all is on my todo list, but takes much longer by hand, than mass chopping like this. I went a bit lower than the norm for fade height with these, since they are so densely packed together too (2.5m in most cases, and Bioware used 3m for forest stuff afaik).
Also, any extra foliage or other things in the area got chopped the same way, since it was all or nothing. This means some leaf remnants will be still hanging down, and a few boulders and things chopped that I normally would leave alone. I changed the chop height a bit on a few that left obvious floaters, but not noticeably. I also left out a few cliff tiles, and the edge ones, since both didn't have walkmesh data to measure up from. The edge ones are next on that todo list, since they block your view on entering an area, but one tree at a time...
I still need to cap them all, so you can't see that the backs of the trunks aren't being drawn (next on the list), and there are 2 cliff tiles where the trunks don't fade. You can walk at the top of the cliffs (ddoor/dm hop up, or with an intentionally designed transition), so fading the whole thing would be bad. I'll have to chop the models manually.v2 changes:
- The 4 edge tiles with trees now fade.
- 4 tiles with boulders chopped by the fade have been fixed to leave the boulders intact.
- Tree foliage overhang now fades (the tree leaves that hang down below the fade level). No more floaties!
- All fade heights raised by 0.5m (2.5m was a bit too low).
I finally got around to capping my quick trunk chopping for trunk-fade job on the Wildwoods tileset trees. Now all the faded trunks have the black caps, so they don't look funny, though it is another quickie job. I did some polygon reduction for efficiency, and also ran all models through the cleanmodels app. It is very good at finding/fixing problems and stuff that doesn't need to be there. Besides some other minor issues, a few walkmeshes were borked (that is the technical term for fubaredGorgon wrote:I still need to cap them all, so you can't see that the backs of the trunks aren't being drawn (next on the list)...