Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I think I found the background images by extracting the gui files, thanks @ineth.
     
  2. Gaear

    Gaear Bastard Maestro Administrator

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    JMO, but "modpack" would be a bit of a misnomer, being as it's pretty much just a TC, not a collection of mods like the original modpack. It'd be like calling KotB a modpack.

    Sure thing.

    edit - Question about the worldmap ... I assume you'll be building this all off Co8 8.1.0, so is it safe to assume you want the updated UI in the worldmap image? (The entire image consists of the map name list area and decorations, etc., not just the map.)
     
    Last edited: May 22, 2016
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yeah, my plan was to drop that image on top of a recombined To EE world map image, save it and split it up again.

    Dropping "modpack" is fine also. :)
     
    Last edited: May 22, 2016
  4. Gaear

    Gaear Bastard Maestro Administrator

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    Here's the worldmap. It did almost fit natively, just had to crop a few pixels horizontally and a few more vertically and put the top edges of the wooden 'paneling' back on after.

    [​IMG]
     

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  5. Gaear

    Gaear Bastard Maestro Administrator

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    And the splash.

    [​IMG]
     

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  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Looking good :) Would you be able to split those into the 256x256 pixel .tga's that the game recognises by any chance? I would do it, but I just recovered the operating system on the laptop again. It seems 2 partitions on a 300gig hard disk is one too many o_O
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    Yeah I intend to, just wanted to show you the results.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @Gaear Awesome mate, cheers.

    I know that from the looks of things recently, most of what I've been experimenting with have been fundamentally cosmetic. Splash screens, videos, world map images, slides etc...

    My thinking behind this is to find area's of this conversion project that will require workarounds to put into ToEE as they will require more thinking about and could potentially scupper the whole thing.

    The dialogues, spells, protos for creatures, monsters, items etc are probably mostly already in the game already and require only minor tinkering to make compliant to the Icewind Dale module.

    However we will need certain 3d models for some of the new monsters required, and there are scenes played out between NPC's and PC's that might require creative scripting to play out [IE before the final boss fight where Everard(?) does his Han Solo in Carbonite impression]. As far as I see it, these are the only major stumbling blocks left to tackle, everything else is just time consuming grind.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    Here's the splash .tgas.
     

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  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Cheers dude, I'll take a look when I get home from work and fire up the Craptop again *sigh*
     
  11. Gaear

    Gaear Bastard Maestro Administrator

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    And here's the worldmap. XnView tells me the transparencies are working, but those can be a bitch to actually get right. So let me know if you see any pink in-game.
     

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  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Sweet, will do... When I can get the game running. Thanks Gaear.
     
  13. XVicious

    XVicious Established Member

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    sounds like for you monsters you mentioned

    yanti, ice salemander ; like a simple texture change ?
    these could be done independently by changing the mdf file

    the frost giant would maybe need a new mesh texture map to look better.
    just remap the texture and fine tune the appearance just a bit maybe.

    but that could maybe use an existing base model as well.

    -------
    you could reference
    adding new monster tutori
    thread to see there
     
    Last edited: May 23, 2016
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I will have to check the IWD Bestiary link and compare with ToEE's bestiary to be sure which ones are missing, I'll do my best to find images of the missing monsters so you @XVicious and/or other 3d modellers can have a go at creating the new models.

    I feel I must prepare you though, the list of required models and skin changes is quite long.
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    I'd also suggest considering 'fallback replacements' where appropriate, particularly for models with very unique animations/models if there are any.
     
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