![]() ![]() It’s very easy to inadvertently adjust your water without meaning too, so once you have the settings perfect, save them. In addition, you can save your water settings – I recommend you do. ![]() Remember you can show or hide water using the top menu bar whenever you like. If you want two bodies of water to have a different surface or colour setting, make sure they are on different tiles. A word of warning, surface settings for water apply to the whole tile. You will need to fiddle with smoothness, ripple and refraction settings as well as colour to get your desired result (setting all 3 levels of water in the panel to similar properties gives you a more wavelike pattern, others give a windy look, etc). To do this, use the eyedropper tool as before to select the water level you want, and then lay down the pancakes of water to fill your hollows/seas as desired. You’ll be using these tools a lot as you build to make finer adjustments, but I’m not going to be mentioning them much, since I’ll assume you now have the hang of them.You should also use the smooth tool to check the tile edges – noise will sometimes cause these not to match heights properly, and you can smooth these oddities out. If you have jagged edges or a lot of cliffs from the ‘flatten’ tool you used earlier, smoothing is a good way to remove such harsh features that you don’t desire. Use the ‘smooth’ tool to reduce the harshness of your terrain.Once you’re happy with the rough layout of your terrain, use the ‘noise’ tool to add general bumpiness to dull/flat areas (only).If you want gentler features, increase the radius of the ‘outer’ setting of your brush, and decrease the ‘pressure’ setting. Build your hills, drumlins, lake beds, or whatever else you need with these. You’re going to probably do a lot of fine tuning on the terrain over the next few hours, but start by making manual adjustments to create your terrain features using the raise/lower tools.You either need to step it or find other ways to break it up (see later on rocks). If you’re planning to build steep terrain, don’t lay down vertical faces – it stretches the textures and looks bad. You may also want to use flatten for sunken terrain, such as the path of a road. Use this to lay out all of the raised terrain on your map. Now when you paint, you will get a sort of flat-topped hill/plateau. Zoom in to your piece of raised terrain, and click on the exact height you want to be able to draw at. This is why you raised a corner of your map – the eyedropper tool allows you to select the exact height you are going to use as a default. Select ‘flatten’ and then ‘eyedropper’.Still, you first select the raise or lower options, and adjust the height of one corner of your map. The general consensus on building a map quickly, is to make heavy use of the flatten tool. Go to the drawing tools for the map, and select the one marked ‘terrain’.The first thing you’ll need to know how to do, is how to move the map around in the main window, because it isn’t very intuitive – use CTRL + Left click to drag the area view around, and the mouse wheel/third button held down will allow you to change the camera angle. After you have sketched out or designed your area in your mind, you’ll probably want to start out by adjusting the terrain.colors) in the toolset.Trying out the NWN2 toolset for the first time? Here are the results of my explorations on building an exterior area, combined with the wisdom of several others… So, if you want a custom armor for a male dwarf, you’d need a pmd0… version, so you’ll see it equipped on a dwarf model and a pmh0… version, so you can make it available as an item and design it (eg. To preview/design a part in the toolset, you have to have a human model (=pmh0…/pfh0…) version of your part, because the toolset will use human base models to show the parts. to make robe038, which has an AC value of 6.50, show up all the way at the beginning, give it a low AC value. robe038), but by the AC-setting in the robe.2da (very confusing!). The robe order to choose from in the toolset is not determined by the numbering (eg. The robe.2da also manages, which other body parts will be shown/hidden. If you want to add new robes, they need to be added to the robe.2da. If I see it right, Eurgiga’s version are all robe based, which means, you first need to create a (custom) armor in the toolset and - under Appearance - let it point to a robe model.Ī robe model can replace a whole body! Easiest here would be to use a vanilla robe name and rename your model accordingly. put your model and texture in the override or a HAK.rename the new texture (a PLT) accordingly.(The internal naming within the model should also be changed) rename your new (part!) model to an exsisting one.If you’re talking of a single armor part - like a chest model, it shouldn’t be too much of a hassle: ![]()
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