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BGT portrait conventions for BG1 NPCs


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#1 cmorgan

cmorgan
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Posted 16 September 2006 - 02:12 PM

/* Imoen */
BEGIN @380
GROUP @379
REQUIRE_FILE ~override/X#BG1NPCCore.G3~ @4
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
COPY_EXISTING ~NImoenm.bmp~ ~override/_moenl.bmp~
COPY_EXISTING ~NImoens.bmp~ ~override/_moens.bmp~
END
ELSE ACTION_IF FILE_EXISTS ~data/AREA000A.bif~ THEN BEGIN
COPY_EXISTING ~NImoenm.bmp~ ~override/moenl.bmp~
COPY_EXISTING ~NImoens.bmp~ ~override/moens.bmp~
END

I just did a bunch of research, and thought that BGT used portrait conventions like imoenL.bmp imoenM.bmp imoenS.bmp.

Then I ran into the second part of that above code. It could be an error/artifact of mass conversion, but I am a paranoid dude who wants to make sure both Tutu and BGT folks get content ---

for once and for all, can someone provide a list of the portrait formats used in BGT to give BG1 NPCs their portraits correctly?

I would be eternally grateful....

#2 Riviera

Riviera

    Silmeria, the elven bard

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Posted 14 October 2006 - 06:21 PM

/* Imoen */
BEGIN @380
GROUP @379
REQUIRE_FILE ~override/X#BG1NPCCore.G3~ @4
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
COPY_EXISTING ~NImoenm.bmp~ ~override/_moenl.bmp~
COPY_EXISTING ~NImoens.bmp~ ~override/_moens.bmp~
END
ELSE ACTION_IF FILE_EXISTS ~data/AREA000A.bif~ THEN BEGIN
COPY_EXISTING ~NImoenm.bmp~ ~override/moenl.bmp~
COPY_EXISTING ~NImoens.bmp~ ~override/moens.bmp~
END

I just did a bunch of research, and thought that BGT used portrait conventions like imoenL.bmp imoenM.bmp imoenS.bmp.

Then I ran into the second part of that above code. It could be an error/artifact of mass conversion, but I am a paranoid dude who wants to make sure both Tutu and BGT folks get content ---

for once and for all, can someone provide a list of the portrait formats used in BGT to give BG1 NPCs their portraits correctly?

I would be eternally grateful....


This may have been answered already, but if it hasn't..

Whenever I want to override a portrait for a BG1 npc I just put in the name plus M or S on the portrait, and drop it in override. ImoenM, XanM, KivanM.. I know some of them aren't the full name, but most fit. It works fine in my BGT install. The BG1 NPC Project Portrait Pack worked fine as it is.

I do not love you as if you were salt-rose, or topaz,
or the arrow of carnations the fire shoots off.
I love you as certain dark things are to be loved,
in secret, between the shadow and the soul.
- Pablo Neruda


#3 cmorgan

cmorgan
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Posted 18 October 2006 - 06:56 PM

Riviera, thank you for answering! I should have removed the post or put something after it - I was freaking out about Plasmocat's "BG1 NPCs in BG2 Style coding", and panic-posted. The answer was either really well known. or completely unknown, as you were the only kind soul who answered out of 4 forums :)

I think the serious modders assumed that if I was serious I would do the obvious - download BGT, install it, and look for myself. They were right to do so - I learned alot, including stuff that helped get the BG1 NPC stuff off the ground for BGT.

The full answer is that examples of differences between portrait naming conventions and usage can now be found in Plasmocat's above-mentioned mod.

Edited by cmorgan, 18 October 2006 - 06:56 PM.