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Role-Playing Persistent World for Neverwinter Nights 2
 
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 House armor

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DM_AXE
DM_Bucephalus
Raven
Ghar Thurion
Dormouse
Kerali
Warfire
MustangSVT
Arjay
Vekin
Bishop Cornelius
Victorphoenix
Rhicora
Shadowwolf
DjnTech
SlipSloop
Pinto991
21 posters
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MustangSVT
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MustangSVT


Posts : 6071
Join date : 2010-07-06
Location : Canada

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PostSubject: Re: House armor   House armor - Page 2 EmptySun Jul 03, 2011 6:31 pm

I am vaguely familiar with the subject matter, but I can't say I've done it before. If you are willing to write up some instructions though (or point me in the direction of a good instruction set), I can try to get that insignia on a cloak for your folks' guild.
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Raven

Raven


Posts : 400
Join date : 2011-06-02
Location : Raven's a smartass know-it-all.

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PostSubject: Re: House armor   House armor - Page 2 EmptySun Jul 03, 2011 6:42 pm

Tomorrow if I have time after I repair my PC, I'll have a look at the files involved then.
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Pinto991

Pinto991


Posts : 280
Join date : 2011-02-23
Age : 53
Location : United States East Coast

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PostSubject: Re: House armor   House armor - Page 2 EmptySun Jul 03, 2011 7:51 pm

Thank you Raven! Much appreciate your help
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Warfire




Posts : 185
Join date : 2011-03-06

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PostSubject: Re: House armor   House armor - Page 2 EmptyMon Jul 04, 2011 12:02 am

Victorphoenix wrote:

Drowcraft armor that is exposed to sunlight must make a DC
8 Fortitude save or dissolve utterly. A new save at the same DC
is required for each day of exposure. Covered armor and armor
exposed to indirect light (such as indoors) are still vulnerable to
this effect, but a drowcraft armor can be kept safe indefinitely
inside a lead-lined case. A drowcraft armor treated with darkoil
(see Special Items, above) is immune to the effects of sunlight.

Quick question about this.

Is faerzress a material to craft armor with then? And if so, can it be applied to the use of a weapon? With what benefit?

I know faerzress' natural ability is to prevent conjuration and teleportation, so I'm curious how it is applied to weapons and armor.

Also: Darkoil? What is this and how is it made?
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Raven

Raven


Posts : 400
Join date : 2011-06-02
Location : Raven's a smartass know-it-all.

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PostSubject: Re: House armor   House armor - Page 2 EmptyMon Jul 04, 2011 5:11 am

No, it's an UD radiation. In practice as long as the armor stays in the UD, it's considered magical.
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DM_Bucephalus
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DM_Bucephalus


Posts : 1560
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PostSubject: Re: House armor   House armor - Page 2 EmptyMon Jul 04, 2011 11:32 am

We don't have a system set up to support this atm..btw
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Raven

Raven


Posts : 400
Join date : 2011-06-02
Location : Raven's a smartass know-it-all.

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PostSubject: Re: House armor   House armor - Page 2 EmptyWed Jul 06, 2011 6:18 am

Raven wrote:
Sorry, I'd rather not get involved again in the NWN2 scene since I know myself enough to know how it would end. Vekin knows.

I can give you precise directions though.

Ok, so. Today I had a look and I should have figured it out. What you will need:

Photoshop 5.0 or higher.
The Photoshop DDS plugin.
The MDB cloner.

Ten simple steps:

1. Browse to Program Files/Atari/NWN2/Data.
2. Open NWN2_Materials.zip, make a search for P*Cloak*.dds and extract all the files that are returned.
3. Open them in Photoshop; since cloaks are mostly a flat model, you should be able to tell the cloak shape just from looking at the texture. Pick one that you like, write down the texture name. Now paste a layer with the symbol you want, center it on the cloak . You may want to blur it a smudge so that it doesnt look too sharp.
4. Save the edited DDS texture in your working space, and change its final number. Anything between 100 and 200 will do, unless you're really unlucky and collide with an existing cloak from a hak - in that's case it's easy to spot IG and quick to fix: just rename the texture.
5. Browse to Program Files/Atari/NWN2/Data.
6. Open NWN2_Models.zip, make a search for P*Cloak*.MDB and extract all the files that end with the same number of your texture.
7. Open the files with the MDB cloner. Write the name of the texture you created in the texture field (there are 3 textures. Don't touch the ones ending with _n or _t). Change the MDB name number to the same number of your texture. Ie, if you created a texture called P_HHM_CL_Cloak123.dds, your MDB name will be _Cloak123.MDB. Do this for all the MDB files you extracted. If you end up with two or more MDB files with the same name, you made a mistake while renaming.
8. Save the new MDB files.
9. Put the new files (both dds and MDB) into your MyDocs/NWN2/Override folder.
10. Test them with the toolset appearance editor. If you did everything right, they should show up and not crash your toolset. Else, you made a mistake.
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptySat Jul 09, 2011 7:55 pm

If you would pm me a clean picture of your symbol (no words) I will give it a shot.
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Kerali

Kerali


Posts : 186
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Age : 38

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PostSubject: Re: House armor   House armor - Page 2 EmptySun Jul 10, 2011 12:05 am

I can do Photoshop works.
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptySun Jul 10, 2011 2:03 pm

Go for it Smile
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Kerali

Kerali


Posts : 186
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Age : 38

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PostSubject: Re: House armor   House armor - Page 2 EmptyTue Jul 12, 2011 8:45 am

Only one thing I know. Dabel'kith qu'ellar wants red cloaks ) may be spider on cloak? what else colours?
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VileNolram

VileNolram


Posts : 539
Join date : 2011-03-14
Location : Chicago

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PostSubject: Re: House armor   House armor - Page 2 EmptyTue Jul 12, 2011 10:26 am

well red cloaks became a norm for us because I wore the color often.

I think this would look great on a big black coat for us.

you can test with this image

House armor - Page 2 Dabelk10

or a thumbnail if its easier

House armor - Page 2 Dabelk10
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Raven

Raven


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PostSubject: Re: House armor   House armor - Page 2 EmptyTue Jul 12, 2011 10:36 am

Uhh, could use some antialiasing.
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Dormouse

Dormouse


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PostSubject: Re: House armor   House armor - Page 2 EmptyTue Jul 12, 2011 10:36 am

*scampers in, knowing she has no business here at all, but can't help squeaking*


... WOW .....
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptyTue Jul 12, 2011 6:42 pm

I will give it a shot my next weekend off.
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VileNolram

VileNolram


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Location : Chicago

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PostSubject: Re: House armor   House armor - Page 2 EmptyWed Jul 13, 2011 2:01 pm

Raven wrote:
Uhh, could use some antialiasing.

do you mean cleaning up the bits of white with red?
or do you mean some other process?
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Raven

Raven


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PostSubject: Re: House armor   House armor - Page 2 EmptyWed Jul 13, 2011 7:24 pm

http://upload.wikimedia.org/wikipedia/commons/8/88/Aliasing_a.png

Left is aliased, right is antialiased.
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Ghar Thurion

Ghar Thurion


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Location : Norway

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PostSubject: Re: House armor   House armor - Page 2 EmptyWed Jul 13, 2011 7:28 pm

Anti aliasing means to soften edges, making them more constant without the rough edges here and there. Like in a game, with no anti aliasing most objects will come of as very edgy (like edges where there shouldn't be one, realistically speaking), even stones, with anti aliasing the objects will get better shapes
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Raven

Raven


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PostSubject: Re: House armor   House armor - Page 2 EmptyWed Jul 13, 2011 7:32 pm

No, aliasing is just that zig-zagness (new word) of the line caused by pixels.
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 7:34 am

Alright this is my weekend off so as promised I will try and make this cloak I will try and blur it a bit should help it look more realistic
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 10:12 am

Well here is my first test of it, what do you think?

The only downside is the tone of red is linked to the cloaks overall color so a true black makes the symbol very hard to see.

House armor - Page 2 Cloakd10
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Raven

Raven


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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 10:14 am

DM_Bucephalus wrote:
The only downside is the tone of red is linked to the cloaks overall color

http://nwcitadel.forgottenrealmsweave.org/showpost.php?p=14787&postcount=7
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 10:45 am

Not sure how to say make this part of this layer tint different..as I followed your very good directions the cloak.dds and the symbol are one layer
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Raven

Raven


Posts : 400
Join date : 2011-06-02
Location : Raven's a smartass know-it-all.

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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 1:55 pm

All images are made of 3 colors: red, green, blue. In photoshop you can edit these color components one at a time, through Channels. Each of the 3 colors is visualized as a shade of grey, where black is 0, and white is 1. Shades of grey are numbers between 0 and 1 NWN2 looks at each of these channels and uses the values to tint the model according to this formula:

Final Color = Toolset Tint Color 1 * Tint Texture Red Channel value + Toolset Tint Color 2 * Tint Texture Green Channel value + Toolset Tint Color 3 * Tint Texture Blue Channel value.

So you see why the symbol is darker: it's being tinted by the cloak color, because the texture does not consider it and uses 1 color to multiply all the cloak points.

So you look up the tint texture for the cloak you edited. The name's the same, only with a "_t" at the end. For cloaks it should always exist. Open it up in photoshop and switch to single channels view.

For the cloak you need 2 colors, the base color and the symbol color. So you want to put the base color "tint mask" in the red channel, the symbol color in the green channel, and black in the blue channel (since there is no 3rd tint for the cloak).

In the base color channel (the R channel), you want white where the cloak is in the texture, and black on the symbol. In the symbol color channel (the G channel) you want white where the symbol is on the texture, and black on the cloak.

When you're done creating the tint texture, you save it with the same name of the diffuse texture (the "normal" texture"), only with a "_t" at the end of it. Then you use the cloner to specify that name in the tint texture slot.
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VileNolram

VileNolram


Posts : 539
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Location : Chicago

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PostSubject: Re: House armor   House armor - Page 2 EmptyFri Jul 22, 2011 3:38 pm

I think its awesome! DM_Bucephalus!!!! thanks
The cloak will be one of our 2 guild items that way everyone can enjoy them and it will unify us like a true drow house
The birth of the "Noble Dabel'Kith Greater Piwafwi" !!!
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