Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

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Re: White Walkers Portraits

PostPosted by Damocles » Fri Aug 25, 2017 17:17

You did a really great job with these, Fed.

I'd be very interested in seeing what you could come up with for Brindlemen. They're supposed to look like hideous, savage subhumans, but instead they're using Summer Islander portraits in game. In my own modded game, I ripped off somebody else's artwork of a half-ape/half-tribal savage to use as a catch-all portrait, but something like that couldn't be shared.
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Re: White Walkers Portraits

PostPosted by Fededorian » Fri Aug 25, 2017 17:30

Damocles wrote:You did a really great job with these, Fed.

I'd be very interested in seeing what you could come up with for Brindlemen. They're supposed to look like hideous, savage subhumans, but instead they're using Summer Islander portraits in game. In my own modded game, I ripped off somebody else's artwork of a half-ape/half-tribal savage to use as a catch-all portrait, but something like that couldn't be shared.


Thank you... i'll give them a try. Matching the brindle pattern will be a pain i imagine :shock:
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Re: White Walkers Portraits

PostPosted by Fededorian » Mon Aug 28, 2017 20:49

I gave the brindle men a try...
I've mixed the features of a man and a chimpanzee... it's a start.
Advices are always welcome :)

Image
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Re: White Walkers Portraits

PostPosted by Toccs » Mon Aug 28, 2017 23:24

Well that is terrifying. I like it.
Smart and dumb are two sides of the same coin. Every time a new Stark is born the gods flip a coin . . . and it always seems to land on dumb.
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Re: White Walkers Portraits

PostPosted by Damocles » Tue Aug 29, 2017 03:11

Fededorian wrote:I gave the brindle men a try...
I've mixed the features of a man and a chimpanzee... it's a start.
Advices are always welcome :)

Image


That's great! This should definitely replace the Brindlemen culture's portraits, in the same way they do for the Ibbenese. On an unrelated note, Summer Islanders should probably be given sand dornish hair too, given the descriptions we have of them.
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Re: White Walkers Portraits

PostPosted by sidious307 » Wed Aug 30, 2017 00:02

better concept of other according to me.
http://awoiaf.westeros.org/index.php/Fi ... Others.jpg

i think they dont trimming beard.

i prefer the book,s cannons.
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Re: White Walkers Portraits

PostPosted by The Faceless » Wed Aug 30, 2017 02:27

Fededorian wrote:I gave the brindle men a try...
I've mixed the features of a man and a chimpanzee... it's a start.
Advices are always welcome :)

Image


You are legend.
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Re: White Walkers Portraits

PostPosted by Toccs » Wed Aug 30, 2017 08:13

Damocles wrote:Summer Islanders should probably be given sand dornish hair too, given the descriptions we have of them.


It's possible to do that, but since the Summer Islanders use the African portraits dlc, editing their hairstyles would make that dlc required just to play the mod as without it the game would crash anytime it had to load a Summer Islander.
Smart and dumb are two sides of the same coin. Every time a new Stark is born the gods flip a coin . . . and it always seems to land on dumb.
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Re: White Walkers Portraits

PostPosted by yeen » Wed Aug 30, 2017 09:32

Wow, that Brindled Man portrait is a massive improvement. I can definitely see these things haunting the Sothoryi jungles. Great job, Fed.
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Thu Aug 31, 2017 17:48

Thank You all :)
I've updated the submod with the brindlemens portraits.
If ill create more portraits i'll update here...I'll surelly improve them in the future.
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Mayonez_kun » Thu Aug 31, 2017 18:16

Woow! :o That's great!
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by melancholyroar » Sat Sep 02, 2017 17:43

Jhogos Nhai next? :D
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Mirith » Sat Sep 02, 2017 22:49

Excuse my language but...

Holy shit!
This is fucking amazing!
I've seen so beautiful and original portraits only in one other mod.


Hoooooooooooooly shit. These portraits are simply amazing.
Keep up the good work, because we just need something like this in game.


By the way. As talented man/woman(?), do you also know how to add various scars, markings or masks?
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Sun Sep 03, 2017 01:14

melancholyroar wrote:Jhogos Nhai next? :D

Well the jogos nhai are fine.. they need only a little tweak on the head because it looks a little pixelated

Mirith wrote:Excuse my language but...

Holy shit!
This is fucking amazing!
I've seen so beautiful and original portraits only in one other mod.


Hoooooooooooooly shit. These portraits are simply amazing.
Keep up the good work, because we just need something like this in game.


By the way. As talented man/woman(?), do you also know how to add various scars, markings or masks?


Thank you! :D Man.
Scars etc are not hard to add. You can add them for all the cultures or create something new for a specific one.
What do you have in mind?
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Mirith » Sun Sep 03, 2017 02:30

Well... would it be possible in future to add few more masks?
Especially Asshai cultures and disfigured trait. I know, it's rare, but! People get hurt more often than meeting White Walkers or Brindlemen.
People hide their greyscale with masks. But there's only one or two masks available for every single culture :/.
And actual greyscale visible for portraits would be incredible!

And scars... Well, many people play as great warriors. Warriors get hurt very often. It's kinda shame to have one scar portrait image for every single one :/.
And so far, I havent foundn single portrait mod, which would work with Agot :/.
I'm probably not only one, who would be very glad for few of these additions :)
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Mon Sep 04, 2017 12:38

Speaking of mask i've already tried something for the asshaii but i can really find a design that i like.
There are 4-5 scar in the game.. im not really planning to change them maybe ill'give them a shot in the future.. but i dont know.
I really like the idea of visible greyscale.. i never thought about it :o
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by motiff » Mon Sep 04, 2017 16:31

Wow, these look amazing!

You should be making portraits for the main mod. Some portraits really need improvements.
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Mon Sep 04, 2017 21:05

So.. i've modified the "boils.dds" and added the greyscale for the portrait in game..
but i dont understand how to code the game so that the greyscale appears only with the trait "has greyscale" and "greyscale scarred".
Someone knows how to do that? :roll:

Spoiler: show
ImageImage
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by ngppgn » Mon Sep 04, 2017 21:56

Nice work! If I can get home soon I can tell you (writing code from the phone is torture).

But you could get improved compatibility if instead of adding the greayscale as an extra frame to the boils strip made it into it's own strip (with one empty frame and the one with the grayscale sprite).

That way, you can control the property from a sepatared file instead of having to override the one in the base mod, which would cause conflicts with other submods (loke Congenital Overhaul, I think).
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by LancelotLoire » Mon Sep 04, 2017 22:38

http://www.ckiiwiki.com/Portrait_modding

Relevant line: As of patch 2.6.1 the number of properties is moddable via NDefines.NGraphics.NUMBER_OF_PROPERTIES.
So that explanation for doing this is absolutely terrible. I'll follow the typical rule of modding files and anything to the right of hashtags #### is just instructions and not actually going into the editing..

mod/MOD FOLDER/common/defines.lua (Open in Notepad++)
[ctrl]+[f] properties
NUMBER_OF_DNA_PROPERTIES = 11, #(This will show up), create a new line after this and enter:
NUMBER_OF_PROPERTIES = 15 #Currently this should be 14 because we have a p13, but it's not in the file so using default I guess. Changing to 15 will allow for a p14, which will be used for the graphical edit.

With that stuff done, now create a graphic file that has 3 frames. Blank, greyscale, greyscale scars. Or 2 frames if you only have 1 graphic, the first option must always be blank though for something like this. File can go anywhere but gfx/characters/shared/ is best place to be with the other ones...

Create an interface entry for this (put it in a brand new .gfx file of course so as to help alleviate incompatibility). Example of how it'll look...
Spoiler: show
Code: Select all
   spriteType = {
      name = "GFX_character_greyscale"
      texturefile = "gfx\\characters\\shared\\greyscale.dds"
      noOfFrames = 2
      norefcount = yes
      can_be_lowres = yes
   }


Go through and edit every age set of every culture.
Spoiler: show
# Stone Dornish Male
portraitType = {
name = "PORTRAIT_stonedornishgfx_male"
effectFile = "gfx/FX/portrait.lua"
layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
"GFX_character_background:p0"
"GFX_saltdornish_male_clothes_behind:p3:c0"
"GFX_saltdornish_male_headgear_behind:p5:c1"
"GFX_stonedornish_male_hair_behind:p1:h:y"
"GFX_stonedornish_male_beard_behind:p4:h:y"
"GFX_stonedornish_male_base:p2"
"GFX_stonedornish_male_neck:d0"
"GFX_stonedornish_male_cheeks:d4"
"GFX_stonedornish_male_chin:d1"
"GFX_stonedornish_male_mouth:d2"
"GFX_stonedornish_male_eyes:d6"
"GFX_stonedornish_male_eyes2:d6:e"
"GFX_character_scars:p7:y"
"GFX_character_reddots:p8"
"GFX_character_boils:p9"
"GFX_character_greyscale:p14"
"GFX_character_blinded_eyes:p10"
"GFX_character_eyepatch:p13:y:o32x63"
"GFX_saltdornish_male_clothes:p3:c2"
"GFX_empty:p5:c3"
"GFX_stonedornish_male_beard:p4:h:y"
"GFX_stonedornish_male_nose:d3"
"GFX_stonedornish_male_ear:d7"
"GFX_stonedornish_male_hair:p1:h:y"
"GFX_character_mask:p12:y:o40x45"
"GFX_empty:p3:c4"
"GFX_saltdornish_male_headgear:p5:c5"
"GFX_character_imprisoned:p6"
"GFX_player_overlay:p11"


portrait_properties.txt/00_portrait_properties.txt

Put this at the end of the file.
Spoiler: show
Code: Select all
# p9 greyscale
14 = {

   0 = { # blank
      factor = 100
      modifier = {
         factor = 0
         trait = has_greyscale
      }
      modifier = {
         factor = 0
         trait = greyscale_scarred
      }
    }

   1 = { # greyscale
      factor = 100
      modifier = {
         factor = 0
         AND = {
            NOT = {
               trait = has_greyscale
            }
            NOT = {
               trait = greyscale_scarred
            }
         }
      }
    }   
}
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