Manual De Contenido Personalizado { NWN 2}

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Manual De Contenido Personalizado { NWN 2} Manual de Contenido Personalizado { NWN 2} Índice de contenidos INTRODUCCIÓN________________________________________________2 YATT (plugin de mapeado)_______________________________________5 -Vistazo rápido a la herramienta.........................................................................6 -Tutorial de iniciado...........................................................................................12 MODELADO 3D________________________________________________20 -Aspectos generales..........................................................................................21 -Empleo de canales alfa en modelos.................................................................29 -Crear nuevos cielos (skydomes)......................................................................31 -Reskinning........................................................................................................33 -Rigging de Yelmos............................................................................................34 UI___________________________________________________________36 -Edición de fuentes propias...............................................................................37 AUDIO_______________________________________________________40 -Introducción de música personalizada.............................................................41 CRÉDITOS____________________________________________________44 Información sobre los autores Ankhalas: actualmente trabajando en el PW Senderos de Jade y desarrollando todo tipo de contenido personalizado oriental. Ha participado también en la iniciativa de traducción de módulos “Iniciativa DLAN-NWT”, concretamente en la referente a la campaña Aullidos Nocturnos en Nestlehaven. Entre sus trabajos también destaca la publicación de tutoriales en castellano para la comunidad de nwn2. Palafoxx: miembro destacado y del propio equipo de DLAN*. En nwn2 destaca en el campo de modelado, siendo uno de los más activos actualmente en este apartado. En las iniciativas de traducción de campañas inglesas para nwn2 ha participado como revisor y coordinador. Dar las gracias también a la gente de los foros de neverwinteros.com, que han resuelto la mayoría de dudas que he tenido a falta de tutoriales más detallados como los que aquí pretendemos recoger. En especial nombrar a los del chat IRC de esa web, un lugar de encuentro entre desarrolladores de PW. Si tenéis alguna duda o simplemente queréis hablar sobre el juego, os recomiendo pasaros por ahí . ¿Qué es DLAN? Es un grupo de personas, que sin ánimo de lucro y por amor al arte, traducen aquellos juegos de ordenador que por la razón que sea no han podido ser traducidos al castellano. Grandes trabajos como la traducción de Vampire : Bloodlines, todo lo referente a TES (The Elder Scrolls), la expansión de Baldur’s Gate así como algunos mods, Planescape Torment, etc...tienen un montón bajo su extensa trayectoria. Su web es http://www.clandlan.net/. Referente a nwn2, andan trabajando codo a codo con neverwinteros.com para traducir las campañas inglesas más destacadas de la comunidad internacional del juego. Un par de recomendaciones a la hora de buscar información ¿Qué es nwvault? Es posible que a lo largo de este manual leas este nombre y te preguntes realmente qué es. Se trata de un portal de internet que recoge todo aquél material que los miembros de la comunidad internacional de nwn (tanto del 1 como del 2) desean compartir. Por decirlo de alguna manera, es el cruce de caminos que une a todas las comunidades del mundo de este juego, sin olvidar los foros de Bioware. Recomendaciones a la hora de buscar cómo se hace algo en nwn2 y que no se menciona en este manual: 1) Buscar dentro de la comunidad hispana algún señal que te lleve hacia el camino correcto. Normalmente suele ser un post en algún foro con la respuesta deseada, aunque también puedes publicar uno y ver si alguien amablemente te ayuda. 2) Resulta que no hay información alguna en castellano o nadie ha podido decirte algo en claro. Si sabes inglés pásate por los foros de Bioware, ahí realmente lo encontrarás casi todo, incluso algún que otro tutorial o información comentada por los propios integrantes del equipo creador del juego (Obsidian). 3) No hubo suerte. En caso de no encontrar lo que buscabas te recomiendo dejarlo en la lista de tareas pendientes. Es posible que pasado un tiempo alguien saque ese tema en concreto con mayor detalle. 2 Información básica referente a contenido personalizado ¿Qué es un hak? Es un tipo de archivo usado para contenido personalizado del juego. Por así decirlo es una especie de archivo de compresión que va unido a un módulo en concreto. Ello, aparte de reducirnos tamaño en archivos, nos facilita la organización de contenidos ¡E importante! Los haks son la vía más limpia de introducir nuevos contenidos a vuestro trabajo, ya que no sobreescriben propiamente nada de forma general, como en el caso de los override que a continuación comentaremos. Para crear un hak sólo se necesita un programa, nwn2packer. Es tan fácil como abrirlo, darle a “new”, luego a “import”, meter todos los archivos deseados y luego salvar con la extensión .hak. Más adelante en cada sección de este manual ya se os orientará sobre el cómo y el cuando es necesario crear uno de estos archivos. Para añadir un hak a tu módulo, debes meter el archivo .hak en la carpeta hak de Mis documentos/Neverwinter Nights 2/ y luego acceder al toolset con tu módulo abierto. Seleccionamos “Ver”>> “Propiedades del módulo” y ahí en una fila nombrada como hak packs, le damos al botón “...” a Añadir y seleccionamos el .hak de la ruta anteriormente mencionada. Problemas hasta el momento. Parece que los haks siguen sin cargar en online antes de la creación de PJ, por ello, si añadimos razas, subrazas, clases, etc nuevas sólo podremos verlas una vez entrado en el mundo; al salir nos aparecerá ya todo lo nuevo. Según Obsidian se está trabajando en una solución, aunque tardará varios parches por delante. ¿Qué es un override? La gente lo suele tratar como el hermano gemelo malvado del hak , de todas formas tiene sus ventajas. El override es una carpeta localizada en Mis documentos/Neverwinter Nights 2/. Todo aquello que metamos dentro si tiene un referente en el juego será sustituido por la reciente introducción. Ejemplo, cojo un modelo de arma, lo modifico, pero le meto el mismo nombre que una del juego...resultado, sustitución de arma. De acuerdo, ello no es favorable hacia el proceso final de nuestro proyecto, pero si muy recomendado a la hora de testear nuestros contenidos. Luego, si todo funciona bien, lo empaquetamos en forma de hak, que queda limpio y seguro. Así pues, una vez terminado vuestro trabajo ¡no quiero ver a nadie con archivos en override! que luego al que se lo instale le limitais el juego o la posibilidad de jugar con normalidad a un servidor online. ¿Qué es un tlk? En términos generales es un archivo que contiene las referencias de texto del juego. Un ejemplo es el dialog.tlk, que contiene las descripciones, nombres, diálogos, etc de neverwinter nights 2...pero ese, ¡dejadlo intacto! Si deseais introducir vuestras propias líneas de texto para ello se requiere de un nuevo .tlk, normalmente llamado custom.tlk...aunque el nombre va a gustos. Los .tlk se pueden abrir y editar en el mismo bloc de notas o el word pad por ejemplo, aunque es recomendable usar un gran programa llamado TlkEdit2. El tratamiento de un nuevo archivo de este tipo se realizará en algún apartado de este mismo manual posiblemente. ¿Qué es un 2DA? Es un archivo compuesto generalmente por tablas. En cada celda se suele guardar una referencia hacia algún modelo, script, icono, etc del juego. Son por decirlo de alguna manera un almacén de datos que el juego utiliza para saber lo que hay disponible y tenerlo organizado 3 para luego acceder a ello con rapidez. Un ejemplo, el placeables.2da, ahí tenéis listados todos los modelos de ubicados que usa el juego. En ocasiones, para introducir nuestro material a un módulo es necesario editar uno o más de estos archivos. Se mencionarán algunos casos en este manual; el proceso general suele ser el mismo. ¿Qué es un plugin? Pequeñas aplicaciones, tanto integradas como separadas del Electron Toolset, que ayudan a ampliar o mejorar determinadas funciones para el juego nwn2. En caso de ser plugins orientados a la propia herramienta de creación, deberéis, ya en el toolset, darle a Ver>>Opciones>>General>>Seguridad>> “Cargar todos los plugins”. Con anterioridad generalmente habréis puesto el .dll del plugin en vuestra carpeta de intalación de juego, ruta C://.../Neverwinter Nights 2/NWN2Toolset/Plugins. 4 YATT : YET ANOTHER TERRAIN TOOL_____________________ Da tus primeros pasos en este excelente plugin de mapeo. Con esta herramiento conseguirás crear zonas más reales y en menos tiempo que usando los métodos comunes del toolset. Emplea heightmaps, texturemaps y colourmaps, permitiendo así la creación absoluta del terreno. Muy útil sobretodo para generar montañas y entornos para nuestras zonas. 5 EMPEZANDO A USAR EL YATT _ 1. Instalar YATT.dll en el directorio de plugins del NWN2 (normalmente en c:/Archivos de programa/Atari/Neverwinter Nights 2/NWN2 Toolset/Plugins) y asegurarse que NWN2 está configurado para mostrar todos los plugins. 2. Abrir Toolset (y opcionalmente un módulo) 3. Cerrar cualquier área antes de usar el plugin. 4. Abrir YATT plugin (en la pestaña de Plugins del Toolset). 5. File - > Input Images - > [definir un heightmap, un colourmap y un Texturemaps. Uno de los dos, colourmap o de heightmap,
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