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  • Check every existing model and check which ones are "duplicates" - eg; ashto_011, ashto_012 and ashto_013 are the same model but reference different parts of the tower texture file.
  • Using the silver / closest to grey DDS file we convert to PLT and divide up into layers:
    • Metal 1 - primary metal area
    • Metal 2 - any secondary metal areas
    • Cloth 1 - primary wood area (eg wooden shields wood)
    • Cloth 2 - secondary wood area
    • Leather 1 - primary leather area (eg straps)
    • Leather 2 - secondary leather area
  • Rename model files - eg; to "tower" so "tower_001.mdl" - this means renaming the PLT files to match
    • For shields with specific heraldry - we just copy over the DDS file to the new naming convention so if it is tower_010.mdl which is the daggerford heraldry we use that file naming convention for the main DDS
  • Add icon PLTs Add icon PLTs (dummy when it's an existing item) and, for some reason, the toolset needs TGA files as well (to add to builders pack). Can use a 1x1 tga for this to save space. Example name: itower_001.tga / plt

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  • Keep the same model names, eg ashto - tower shields;
    • This is a bit dodgy - sure custom content that adds new shields technically will sorta load, but it will probably not work correctly since the "bitmap" field is ignored
    • It also assumes a clean namespace which isn't always the case due to Bioware testing models 001 with some stuff sometimes
  • New model names - this is a "clean break" but breaks all compatibility, eg: "shtow_" or similar
    • Can copy ID's to retain the same blueprint compatibility - eg; 011 still is the silver shield variant, with DDS/TGA textures
    • This helps due to the dodgy thing with bitmap field essentially becoming ignored

Decided: Going for keeping the same names to make the "override" version of overhaul a lot easier.

However there are some bugs (to be reported to Beamdog):

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We could technically include some kind of PLT icon, maybe impersonating the model, so it makes it easier to view, but again only for development purposes.

Examples of Final Files (DDS and PLT)

Type is PLT if new PLT format and DDS if we're redoing an old item with full textures. final files:

Model IDTypeScreenshotTexture Name (Model)Material Name and FilesIcon Texture Name (Game)Icon Texture Name (Toolset only)Source(s)
shs
Notes
ashto_
001
241.mdlPLT
shs

ashto_
002
241.plt

m_

smallshield

op_ashto.mtr

texture1 t_op_

smallshield

ashto_n.dds

texture2 t_op_

smallshield

ashto_s.dds

texture3 t_op_

smallshield

ashto_r.dds

ishs
iashto_
002
241.plt
ishs
iashto_
001
241.tga
shs


ashto_
002
063.mdlDDS
shs

ashto_
002
063.dds

m_dag_

smallshield

twshld.mtr

op

texture1 dag_

smallshield

twshld_n

.dds

op

texture2 dag_

smallshield

twshld_s

.dds

op

texture3 dag_

smallshield

twshld_r

.dds

ishs

ashto_

002

063.dds

ishs

iashto_

002.tga

ishs_002.plt

Shield Resources List

Small

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063.plt (unused)

iashto_063.tga



Example screenshot of one of Miqail's shields with PLT textures:

Image Added

baseitems.2da information

Lines changed:

  • The MinRange is left at 10 and MaxRange set to 255.
  • Same ItemClass used
  • DefaultIcon set to just the usual icon names without the numbers. This however probably isn't really needed (ie is never used by the game), if all the files work fine...

Texture Information

Material file: m_ItemClass.mtr

Textures: t_op_ItemClass_n.dds etc.

Shield Resources List

See subpages.

Large

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