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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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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.

Model IDTypeScreenshotTexture Name (Model)Material Name and FilesIcon Texture Name (Game)Icon Texture Name (Toolset only)Source(s)Notes
ashto_241shs_001.mdlPLT
shsashto_002241.plt

m_op_smallshieldashto.mtr

texture1 t_op_smallshieldashto_n.dds

texture2 t_op_smallshieldashto_s.dds

texture3 t_op_smallshieldashto_r.dds

ishsiashto_002241.pltishsiashto_001241.tga

shsashto_002063.mdlDDS
shsashto_002063.dds

m_dag_smallshieldtwshld.mtr

optexture1 dag_smallshieldtwshld_n.ddsop

texture2 dag_smallshieldtwshld_s.ddsop

texture3 dag_smallshieldtwshld_r.dds

ishs

ashto_

002

063.dds

ishsiashto_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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