Basically yes but there are a few other things to know. About the texture image -
Both its X and Y dimensions must be a power of 2 (e.g. 16x16, 32x32, … 128x128, 256x256, etc.).
However, your image does not have to be square. Ideally it should have the same aspect ratio as the model. So if your model is 2 metres wide and 1 metre tall its aspect ratio is 2 to 1 so you could use an image of 256x128 or 128x64 etc.
Regarding the model -
The part that specifies the image to use is “bitmap”. You put a space after that keyword then the name of your texture image without the extension.
Models are specified by points in 3D space. In mathematical modelling these are known as vectors. Just to complicate things in computer graphics they are also known as vertices. The part that specifies the size of the model are the 4 lines after the “verts 4” command in the model. The model I sent you is centred at 0, 0, 0, which is why the some of the numbers on those 4 lines are negative. You can see this in these 5 extra models of various sizes.
For now there is one other thing in the models that I have sent you. The coordinates in the model are internal to the model. There is one exception. The “position” command allows you to specify offsets for the whole model when placed in game. These are initial offsets which can be overridden both in the toolset and the game. If you look in the models I’ve sent you, you’ll see that I instruct the model to appear 2 centimetres above the ground. This is so it doesn’t actually disappear under it.
And that’s it for now. Don’t forget, any questions - ask.
And finally (before I go and lie down in a very dark room…) [shameless self promotion warning] If you want to play around with this, there are a bunch of images that I made that you could try just for fun.
Question @jimdad55 - are you guys going to be working with 1.69 NWN, or the EE? NWN:EE supports tangent space normalmaps and specular maps, too. I could see that making for a nice lesson topic on asset creation, too. See the shading on the flat plane, on the Wikipedia page.
Or look at this and this of mine. They are still only flat models but they have a 3D look. I didn’t mention them before because I didn’t want to blind you with science… (at least not this early in your learning curve)
I think that’s one of the few things you’ve said that I’ve fully understood. Had a wobble last night after managing to import our custom object. Came back to the toolset this morning opened up a new module hoping to do one on my own from scratch and when I opened an area it was just a yellow mass. Couldn’t see anything. Tried several and although different colours the theme was the same. One block of hazy colour. Thought I’d knackered my toolset by updating the system software yesterday as well. Then I thought it was the mucking about with the custom object.
To cut a long story short, it was fog !!! Somehow the fog button had been selected. I know you’ll not believe me . . . but it wusnae me.
All is fine now but you can imagine what went through my mind.
Just working my way through your info here, Tarot, and I’m struggling to understand what I’ve downloaded with the 5 extra models of various sizes" link. What I’ve downloaded seems to be a gif that doesn’t do anything. Can you give me an idea of how to use it?
Thanks, Tarot. Sorry for the delay in replying but I’ve been trying to come to terms with the mind bender that is Blender !
The link now works and I have the code for five new sizes of models as I understand it. Can these just be used as before with the 1X1 example or are there any more “hidden” steps I should be aware of ?
I’m assuming this will allow a larger image to be used for the texture from my POV ?
They can. No hidden steps but the texture name (it is right next to the keyword bitmap in the model) does not need to be similar to the other things you change (but it still needs to match the image’s filename). I did it that way to simplify the steps needed.
Regarding these 5 models. Now it may just be me but I tailor my texture size to the size of the model. NwN (all versions) works to a metre scale. That being the case I tend to use the following little formula. Take the dimensions of the model in centimetres and round them up to the nearest power of 2 (e.g. a 1m x 0.5m model is 100 x 50 centimetres and I would round that up to 128 x 64 pixels for the texture image size. Works for me anyway.
Regarding those tutorial links that @TheBarbarian posted. I double checked and one ebook that I regard as essential for custom content work is not actually on that page. You really should get the Custom Content Guide V3.0. While somewhat dated (and practically all the links included in it no longer work) it is still packed with useful information.