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Beamdog released their HD Pack; https://files.beamdog.com/ News item: https://store.steampowered.com/news/app/704450/view/3109168049657787421

Project fixes: https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/beamdogs-hd-art-pack-community-fixes

Please report bugs here (if you have a wiki account) or on the vault Discord: https://neverwintervault.org/chat or on the Vault page above.

What is the HD Pack and what does it include?

The Beamdog HD Art Pack is a large amount of upgraded HD models for most Neverwinter Nights base player/NPC appearances, and several weapons. The pack includes upgraded high quality textures and models for:

  • Player model replacements for all base helmets, heads, cloaks, robes and armor/naked body parts for normal and "fat" looks
  • Weapon replacements; Great Axe, Kukri, Great Sword, Katana, Long Sword, Rapier, Short Sword
  • Shield replacements: Large shield (1), Tower Shields (all, but some are only texture improvements)
  • Gemstone items: Emerald/Ruby/Sapphire Golems, Warhammers, Tower Shields and Gemstone model were upgraded with more crystal-like textures

These are overrides - they replace the base game models - and do not typically include additional models excepting a few minor weapons.

Improvements the project group has made:

  • Fixes for many minor and major model issues
  • Shadows added to skinmesh only parts
  • Compiled models for faster loading
  • Removal of erroneous, unused and non-override files including most of the 2das (better PW compatibility)
  • Colouring of the eyes on heads based off Tattoo 1 colour

The pack has got some known issues, many of which will be fixed in future versions:

  • Horse phenotypes are not generated yet thus are not fully working yet
  • The PLT texture files used are high quality but also quite slow to load so some jittering may occur when a model initially comes into view (can vary based on your computer or amount of models loading in)
  • There are some additional model fixes needed - there's a lot of models to work through - you can report any issues you find on the Vault download page or Vault Discord
  • Some models may be missing and not upgraded (eg; one belt, a few NPC only heads, pale master arms)
  • There are only normal maps for most bodyparts, additional work is required to generate a complete set of PBR textures

Out of scope of this particular project is adding new overrides or drastically changing the appearance of these ones. A new project will likely be formed to carry on this with new fancy mapped (PBR) content.

Installation and Usage

The Beamdog HD Art Pack as updated by the community will be in 2 flavours for players:

  • BDHD_userpatch_hakpack_x.x - A userpatch.ini installation of hakpacks which are much simpler to disable and upgrade, and doesn't leave 14,000 or so loose files on your system (this can also be used by builders to attach hakpacks to their modules).
    • Place the .hak files into the Neverwinter Nights patch directory, eg: Documents\Neverwinter Nights\patch
      • This folder may need to be created
    • Add the file userpatch.ini to your root Neverwinter Nights folder, eg: Documents\Neverwinter Nights 
  • BDHD_override_x.x - This zip contents is intended for users to extract into their override.
    • Optionally start by clearing the override folder in the Neverwinter Nights folder, eg: Documents\Neverwinter Nights\override\

    • Clearing can help remove old files from this very pack meaning less disk space or issues with custom content conflicts.

    • Then extract the contents of the override folder in the zip to the override folder in your Neverwinter Nights folder.

For builders there are 3 zips:

  • BDHD_builders_source_uncompiled_x.
    • This zip contents is intended for builders to pick and choose from the source files for larger projects such as persistent worlds.

    • This specifically contains the ASCII source models (decompiled if necessary) or files that may need compression for release (such as TGA files).

    • It is highly recommended to use the compiled builders pack if you are not intending to make any edits to the files before release.

  • BDHD_builders_source_compiled_x.x
    • This zip contents is intended for builders to pick and choose from the compiled files, ie the ones compressed/compiled for final user use.

    • The override and userpatch hakpack version of the zips are the contents of this zip, just put into hakpack or override folder form with no categorisations.

  • BDHD_builders_additional_x.x- These files are a minor assortment of extras for builders that are removed from the fuller releases and may or may not contain fixes.

Main Changelog

1.3

  • Tjured's shadows (except robes/cloaks)
  • Tjured's model adjustments (positioning for female elf head pheno2, thigh and pelvis reshaping/positioning/sizing, phenotype 2 resizing for various races)
  • Jasperre's model fixes - hundreds of minor issues (classification fixes, non-existent or broken MTR references, bitmap reference issues, ambient corrections, correcting some gnome skinmesh heads back to trimesh, some robes, and many, many more).
  • Jasperre's file cleanup - over 200 redundant files removed. This includes most 2da files except cloakmodel.2da. (others include unreferenced models, test items erroneously included, and extra hand models - available in the Additional Zip)
  • Jasperre's compile - compiled all the models again to bake in normals/somewhat improve jittering
  • Jasperre's DDS - all TGA files (primarily weapon icons) in the final compiled version are now DDS
  • userpatch.ini version for much easier install

1.2

  • All models compiled so should load faster
  • Removed some unnecessary models and textures
  • Additional model fixes
  • Tattoo colours affect eyes of heads

1.1

  • Some model fixes such as short swords appearances 21-24 (upside down blades), pmh0_robe003/004/006 (robes not looking correct), pmh0_shinl010/pmh0_shinr010.

1.0

  • Initial Beamdog release.

Project Contributors

The community effort to make alterations and fixes to the HD pack, and potentially expand it, are:

ContributorRoleContributions
WinterniteCoordinator/modeller

Maintenance of Vault download page

Bug fixes for models

JasperreCoordinator/Compiler/bug monkey

Model compilation

Bug fixes for models

Future:

Horse generated phenotypes

Generation of source zip for builders

Generation of compiled zip for builders

Generation of patch hakpacks for users and instructions for use

TjuredModeller

Tattoo 1 affecting eye colour on heads

Bug fixes for models

Future:

Adjustments to shapes and sizes of parts / fitting them better to models

Shadow node generation

Face adjustments

Phenotype 2 generation from Phenotype 0 to solve several issues

DraygothModeller

Bug fixes for models

MigailModellerBug fixes for models
VictorixxxModeller

Future:

Fixes for heads (removing necks)

2da Changes

Mainly useful to know for modders, cloakmodel.2da is the only 2da file now included in the pack, since other changes were redundant (not override) or did nothing (identical files) or were very minor (halfling weapon size change from 0.8 to 0.75). Download the 1.0 file pack if you need these back.

2da fileChangesNotes
cloakmodel.2daAdds no new cloaks but changes the naming so the cloak models are separate

This was done so normal files can be done per-cloak properly representing the texture applied making them look a lot better (even if the models are otherwise the 1.69 versions).

Potential Improvements

Done:

  • Compiling models
  • (most) Shadows
  • Aesthetic changes (an ongoing effort)
  • Colouring eye pupils (no lips yet)
  • Removal of extra invalid/unused/test files
  • Optional Icons that fit the toolset (resized down)

Some not done:

  • A cloak pack with less cloak models, which would remove the normals, making it a wee bit pointless.
  • 002 models for feet, pelvis or any other 002 nekkid bodypart. These are not available at character generation however only NPCs can use them and even then most of the time they're unused by modders.

Impossible:

  •  Rename the phenotype textures to not clash with other existing CC. This is impossible since it's hardcoded by the game to load a single texture named the same as the model, falling back to the human version if not found.

Mobile Testing

It somewhat works - further investigation needed for a better release (userpatch.ini version would be best).

Bugs List

See also HD Pack Contents Assessment for some more high level views of some issues/problem files and lists of files (incomplete but being worked on where needed).

See also Fixed Bugs can be used on each release to clear the list, so this list doesn't get insane.

Note bugs must have in-game issues not just toolset issues. The toolset is still dumb when it loads phenotype textures so some appear drastically off / bad and this can be easily misreported.

Model/Texture FileNameScreenshotIssueFixed by
Belt_063Belt 063 all races

The missing belt!

This file seems to have been missed from release by Beamdog and needs upgrading.
belt186Belt 186 all racesIt's missing in 1.69 in fact, but still has a valid 2da line entry in parts_belt.2da

belt186 is referenced in parts_belt.2da but NOT included in xp2patch.bif so appears "blank"/invisible. This is very odd. Wonder what armor 186 was originally from (DLA?) needs investigating - but tbh this belt isn't really required for that armor

Low priority but would be nice to find and/or fix!


Horse phenotypes (4, 6 etc.)Human, Mounted on Horse, Normal/Large Phenotype Size

This is basic leather armor on a horse, stuff is all over the place.

HOORRRSSSEESSSSSSSSSSSSSSSSSSSSSSSS!

Phenotype issues most likely. Need to check what nodes are set in the original files...

Jasperre: Looks like a bug with phenotypes, the inheretance just doesn't like skinmesh since all the original models are trimesh (and otherwise very similar) so the models for pXY0 and pXY2 need copying to respectively pXY3/pXY6 and pXY5/pXY8 and model ref names renamed in the MDL file

WHAT A FAFF! Will report on nwn-issues sometime.

Bug reported: https://github.com/Beamdog/nwn-issues/issues/428

Winternite

With help from Draygoth and Jasperre. 

  • DELAYED: This will be redone for 1.4 with the improved Tjured fixes for shadows


pfe0_chest: 5, 17, 18, 39, 42, 49

pfe2_chest: 16, 17, 18, 19, 39, 41, 50, 63

pfg0/2_chest_009

pfa0_chest_005

pfo0/2_necks: All seem to be slightly moved to the left

Elf Female Neck OR potentially body pieces

Large texture gaps before it hits the torso. Example Darkstar poor gap!

Not sure if neck needs fixing or the torso piece does.


Update: Seems to be related to chests, except for female orc, where it seems to be the necks.

Tjured 

Closed gaps for listed chests/necks.

This should be all.

pFE0_FOOTL001 / FOOTR001Elf female feet

Odd dark areas of textures on the feet

(may be just shadows? need to check when knocked down)


Most parts Half Orc Female

pFO0_

Half Orc Female body/arms/thighs/pelvis

First is non-tattoo 001 and next is 002 tattoo ones

Texture issues. Tattoo in game is missing on thighs entirely oddly

Ignore the toolset issues and focus on the odd texturing in-game.

The toolset issues appear to stem from the toolset still loading the "human, male/female" instead of the race-specific one, since the game this was fixed but the toolset wasn't thus the weird issues (less so on clothing since either it works with them properly or it isn't as drastic a difference in texture).

Need to review the tattoos on each race fully


pfh2_head028 MDL missing apparentlyHuman, Female, Fat, Head 28

Orc female head available to the Human/Half-Orcs

The problem is the file pfh2_head028.mdl is missing - this presumably is the old head loading something unnaturally? Needs further investigation.

Also note pfh0_head028.mdl is also missing but the game hasn't got a pfh0_head028.mdl! so...well Beamdog didn't really do anything wrong!

Possible "fix" is to recreate pfh0_head028.mdl from the Orc, Female, Normal and pfh2_head028.mdl from the Orc, Female, Fat ones.


Head modelsAll

Head models have additional verts defining parts of a neck, which break the HD and normal models in weird ways.

Victorixxx may be providing fixes for these.


pfh0_robe004.mdl (and other  female robe004.mdl)Robe 004

Normal file looks wonky - going across the dress rather than down it causing weird shadow issues.

TBH all the robes need a serious looking at and checking out in detail since they contain a mix of parts (for shadows? but they're weird) nodes and other things that seem to overcomplicate it.


Phenotype 2 bone arms
to follow but essentially large gap between bone and bodyQuick note the bone arms do need redoing for both phenotypes, and they need either slight repositioning or some work on the sizing since they have a gap on phenotype 2 (and almost do on phenotype 0)
Phenotype 2 female cloakspfd2_cloak_014.mdl

wiiiiddeee. This is seriously so much larger than they need to be due to our tuned down phenotype 2.

Seems to be the only solo unique cloak, but a few others are trending to large too.

Note: We've not altered these cloak sizes, this is how the base game is. For now won't fix until it's assessed properly (with armor on, etc. etc.)


_robe038.mdl various

Robe 038

The apron straps regularly clips through the armor at the top on the shoulders, and one some the apron doesn't even cover the front part of the armor properly. Doesn't occur on all of them however, but is a mix of male and female ones.

I'd have assumed rescaling from the human models was to blame but the male ones also have issues...weird eh?

pme0_robe038.mdl looks very wacky and off too...

TBH the robes in general need a once over.


pma0_head008.mdlHalfling, Male, Head 008

The texture is messed up on the glasses - egad!

Appears to be a separate UV map trying to reference a (not present, and if it was present, unusable) texture file.

Easiest solution is to delete the glasses. Better is to extend the pma0_head_008.plt file so it's double the size, with the glasses UV on the second half with appropriate colouring and normalmaps.