Would be nice, wouldn't it? But not without some pre-game patching. Hmm, you could do this by replacing bgmain.exe...Can you do a random start screen? with the buttons in the same place and differnt pic each load??
GUI maker needed for BGT-WeiDU
#61
Posted 22 March 2005 - 10:46 PM
MosPack 0.92 (mirror)
Yacomo's Cave
#62
Posted 22 March 2005 - 11:28 PM
Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1
#63
Posted 22 March 2005 - 11:29 PM
Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1
#64
Posted 22 March 2005 - 11:53 PM
Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1
#65
Posted 23 March 2005 - 12:04 AM
For goodness sake, Cantrip how many menu screens do you want us to makePerhaps some darker images...
Seriously: Do you know if the material you posted is copyrighted? If it's fan-art do you have the address of the authors? I am asking since I am still tinkering with the idea of creating loading screens for all the BP-BGT map areas and some of them are really nice, so I'd love to use them for that purpose. Don't hold me to this though, the idea has been there for quite some time now, but I never ever checked if the BG2 engine allows to do this...
MosPack 0.92 (mirror)
Yacomo's Cave
#66
Posted 23 March 2005 - 12:19 AM
As far as I'm aware, they are not copyrighted, since they are posted on the WotC site gallery. You could ask them for permission, I guess, or put up a thank you in the readme...
Edited by Cantrip, 23 March 2005 - 01:18 AM.
Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1
#67
Posted 23 March 2005 - 12:41 AM
http://www.vladp.net...wtopic.php?t=86
You may also grab the whole GUI thingie in my NeJ2 installation package. With WeiDU I made it optional that also serves the compatibilty with other GUI changing mods like TS and BP. Just be aware of changing the control windows inside CHU files, even a small change in their offsets will result in immediate crash. You may ONLY skin them and change the coordinates of the existing buttons but you may not add or remove these controls. To "hide" a button or text scroll just give it the coordinates (0,0) and/or dimensions (0,0). For more details you may read my GUI tutorial.
Good luck!
P.S. The GUI of NeJ2 has also different music set.
Edited by Vlad, 23 March 2005 - 01:03 AM.
#68
Posted 23 March 2005 - 01:22 AM
Thanks a lot for the info Vlad! That image of yours is truly amazing, waaayy ahead of the stuff that we can produce at the moment (bows).The pictures above are great! I really like them. I am recently exhibiting my own pictures at Renderosity and DAZ. You may take a look at one of my fantasy 3D drawings at my forum boards or at Renderosity gallery:
http://www.vladp.net...wtopic.php?t=86
You may also grab the whole GUI thingie in my NeJ2 installation package. With WeiDU I made it optional that also serves the compatibilty with other GUI changing mods like TS and BP. Just be aware of changing the control windows inside CHU files, even a small change in their offsets will result in immediate crash. You may ONLY skin them and change the coordinates of the existing buttons but you may not add or remove these controls. To "hide" a button or text scroll just give it the coordinates (0,0) and/or dimensions (0,0). For more details you may read my GUI tutorial.
Good luck!
P.S. The GUI of NeJ2 has also different music set.
It's off-topic, but while you're here, may I ask you if you would like it if I added the IWD areas to the BP-BGT map? Would allow us to add some NeJ-specific map locations to a future version of BP.
MosPack 0.92 (mirror)
Yacomo's Cave
#69
Posted 23 March 2005 - 03:11 AM
Since there has been a flurry of activity here, I can't remember anything else I wanted to say, except the following
I noticed when I was still a 'player' (when I used BP-BGT-NeJ), pressing O gives you the good ol' classical ToB menu, then when you click options the BP buttons came up, but since their positions were changed the buttons just overlayed the classical menu screen -- they just popped out of nowhere! Is this kind of thing fixable?
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#70
Posted 23 March 2005 - 03:30 AM
As I have learned yesterday, the same buttons (controls in chu slang) are reused all over the various menu screens. So they'll look alike everywhere and will also appear at the same position on all menu screens. That's the reason why we'll have to design the screens in a way so that the buttons can be at the samen place for all of them, i.e. the screens will have to be designed to suit the button locations and not the other way round.I noticed when I was still a 'player' (when I used BP-BGT-NeJ), pressing O gives you the good ol' classical ToB menu, then when you click options the BP buttons came up, but since their positions were changed the buttons just overlayed the classical menu screen -- they just popped out of nowhere! Is this kind of thing fixable?
We'll probably have to adjust a couple more screens than I thought of initially, I'll try to sort this out during the easter holidays...
* EDIT * There is another thing for any volunteer: The chapter screens in BGT do not really match the BG2 style and the combination of BG1 and BG2 styles here looks... strange, at least to my eye. Anyone out there willing to make them more BG2'ish?
Edited by Yacomo, 23 March 2005 - 03:33 AM.
MosPack 0.92 (mirror)
Yacomo's Cave
#71
Posted 23 March 2005 - 03:39 AM
I'd sooner see the BG2 interface modified to look more like BG1's stone theme. I've been considering doing this for Tutu for a while now.* EDIT * There is another thing for any volunteer: The chapter screens in BGT do not really match the BG2 style and the combination of BG1 and BG2 styles here looks... strange, at least to my eye. Anyone out there willing to make them more BG2'ish?
#72
Posted 23 March 2005 - 03:42 AM
Well, if TuTu wants to donate something to BGT, go ahead B)I'd sooner see the BG2 interface modified to look more like BG1's stone theme. I've been considering doing this for Tutu for a while now.* EDIT * There is another thing for any volunteer: The chapter screens in BGT do not really match the BG2 style and the combination of BG1 and BG2 styles here looks... strange, at least to my eye. Anyone out there willing to make them more BG2'ish?
Allowing the player to choose his 'theme' would of course be the 'ultimate' solution...
MosPack 0.92 (mirror)
Yacomo's Cave
#73
Posted 23 March 2005 - 03:44 AM
Hence the GUI compilation mod.Well, if TuTu wants to donate something to BGT, go ahead B)I'd sooner see the BG2 interface modified to look more like BG1's stone theme. I've been considering doing this for Tutu for a while now.* EDIT * There is another thing for any volunteer: The chapter screens in BGT do not really match the BG2 style and the combination of BG1 and BG2 styles here looks... strange, at least to my eye. Anyone out there willing to make them more BG2'ish?
Allowing the player to choose his 'theme' would of course be the 'ultimate' solution...
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#74
Posted 23 March 2005 - 03:51 AM
It's off-topic, but while you're here, may I ask you if you would like it if I added the IWD areas to the BP-BGT map? Would allow us to add some NeJ-specific map locations to a future version of BP.
Yacomo, there is no sense in making IWD map for NeJ2. NeJ2 is not IWD anymore, and all area transitions are logically made through scripts. Many NPC dialogues are based on the lack of information about time and place where your PC finds himself. If you really want and need to add these small icons and modidfy the whole map, and eventually to allow transitions through the map, you will need to make some additional and cumbersome work on the mod itself including dialogues, voicing, scripts and eventually editing many area maps in NeJ2 (WED & SR) to reflect the map transitions.
Edited by Vlad, 23 March 2005 - 03:58 AM.
#75
Posted 23 March 2005 - 03:58 AM
That's fine Vlad, this was just on offer. There is so much I would like to do map-wise that I am just trying to sort out, what people actually might find useful and what not. If there is no use in adding the northern part of Faerun right now, I'll rather concentrate on fixing the geography for the currently mapped regions. Anyway, thanks for your reply!Yacomo, there is no sense in making IWD map for NeJ2. NeJ2 is not IWD anymore, and all area thransitions are logically made through scripts. Many NPC dialogues are based on the lack of information about time and place where your PC finds himself. If you really want and need to add these small icons and modidfy the whole map, and eventually to allow transitions through the map, you will need to make some additional and cumbersome work on the mod itself including dialogues, voicing, and eventually editing all area maps in NeJ2 (WED & SR) to reflect the map transitions.
MosPack 0.92 (mirror)
Yacomo's Cave
#76
Posted 23 March 2005 - 04:05 AM
You can have it if I get it finished, but it's not like doing stuff is my strong point.Well, if TuTu wants to donate something to BGT, go ahead B)
#77
Posted 23 March 2005 - 04:06 AM
I'll give you BAMPack in return, how about thatYou can have it if I get it finished, but it's not like doing stuff is my strong point.Well, if TuTu wants to donate something to BGT, go ahead B)
MosPack 0.92 (mirror)
Yacomo's Cave
#78
Posted 23 March 2005 - 04:09 AM
#79
Posted 23 March 2005 - 04:27 AM
MosPack 0.92 (mirror)
Yacomo's Cave
#80
Posted 23 March 2005 - 04:33 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website