Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Neverwinter Nights 2 Blog


Three-part Question on adding feats

Posted by Rob McGinnis , 20 February 2007 - - - - - - · 1094 views
Custom Content
Q: Trying to modify the knockdown feat in the feats.2da and here's what I've found.
There is both a Cooldown time and also a Uses per day.  

If I set a cooldown time it "works", in a sense you can only use the kd feat every X seconds (whatever you set it as) - but the problem with this, is that it doesn't give any graphical...


8-bit Alpha and Translucent Surfaces

Posted by Rob McGinnis , 20 February 2007 - - - - - - · 1025 views
Custom Content
Q: With 8-bit alpha, is it possible with the current NWN2 engine to use the alpha to make a surface translucent (as in 50% opacity with an alpha pixel value of 50%)?

A: There are two ways to make a surface translucent.

One way would be to make a special effect that edits the alpha. In the VFX editor this would be called a "game model effect"....


Special Screens

Posted by Rob McGinnis , 20 February 2007 - - - - - - · 1728 views
UI Customization
By: Rich Taylor

Taking a break from writing about the UI Elements for a moment, though there are still some of those that I will cover in future posts.

Most XML files are loaded as default UI Scene, which implies no special behaviors. There are, however, several XML files that will get special handling in code and most conform to specific rules in order...



Posted by Rob McGinnis , 16 February 2007 - - - - - - · 2191 views
UI Customization
UIObject is the 'base' GUI object. You can't actually define it in XML, but it contains attributes that are common to many different UI Objects, so I'm starting here.

The following are the attributes that will be loaded for every UI Object in the XML file except for the attributes.

Some attributes will be ignored or overridden depending on...



Posted by Rob McGinnis , 14 February 2007 - - - - - - · 1919 views
UI Customization
UIPane is the generic 'container' for other UI Objects. Panes can't be rendered, but they can contain 'child' objects which can be renderable objects.

Every scene has a 'rootpane', which is automatically defined by the engine when a new UIScene is loaded from a XML file.

Child objects within a pane will be positioned with their...


Upcoming 1.05 Patch

Posted by Rob McGinnis , 02 February 2007 - - - - - - · 990 views
NWN2 General
Rich Taylor gives us a peek into what will be in the 1.05 patch:

While the 1.04 patch is about to come out for NWN2, the 1.05 patch isn't too far off either. Rather than make 1.05 a big patch like 1.04 is, we want to release a small, quick patch to try and quickly resolve some issues the custom content community for NWN2 is running into.

I recently...



Posted by Rob McGinnis , 02 February 2007 - - - - - - · 2424 views
UI Customization
The UIScene tag at the top of the XML files defines certain global parameters about the entire GUI window being defined in the file.

A scene doesn't have anything to render by default, but rather contains items that will get rendered. So a file that defines a UIScene and nothing else will not appear as anything in the game.

Some of the attributes for...


MDB File Bitflags

Posted by Rob McGinnis , 02 February 2007 - - - - - - · 973 views
Custom Content
Q: Some of the blocks in a MDB file have a 32-bit field in front of the vertex count field, which we assume is a flag bit vector. In most cases it has a value of 0, but occasionally some bits are set. What do they indicate?

A: The bitflags are as follows for skin and rigid packets:

const DWORD NWN2_ALPHA_TEST = 1 << 0;


Ranges.2da and Seeing Stars

Posted by Rob McGinnis , 02 February 2007 - - - - - - · 1083 views
Custom Content
Q: Ranges.2da has 2 columns labeled 'PrimaryRange' and 'SecondaryRange' which are apparently only used for perception ranges...  Which of these columns affects the seeing range and which hearing (I assume 'Primary' is hearing based on my tests, but I'm not sure)?  What values does the PercepRngDefault use? It uses the usual ****...


Alpha Transparencies in Foliage

Posted by Rob McGinnis , 02 February 2007 - - - - - - · 976 views
Custom Content
Q: Currently I am working on a community download pack containg a large variety of foilage placeables (ferns, shrubs, weeds, flowers, small trees etc.).  I am using alpha layers in my textures, and currently have tried dxt5 interpolated alpha (this is what format I use for my foilage in other engines such as UT2003/4) and also dxt1 with alpha, but I get no...

March 2019

171819202122 23

Recent Entries

Recent Comments