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The normal (older, fixed) game interface is made up of two main elements:

  • .gui files - these lay out the given elements. They're binary but can be decompiled in NWN Explorer or with nim tools. The game will load hardcoded references to these, you can't add more but you can edit them.
  • .mdl files - these are loaded by the game to be displayed. Generally these are compiled (or should be!) since they load a lot even if they're simple. Some are loaded by the game some are loaded by GUI file reference.
    • Various textures loaded on the MDL or even replaced when loaded on the MDL will be noted as well

This will document each GUI element and what it loads in case you want to change it.

Model Notes

There are a chunk of test/legacy/alpha/beta MDL files which might appear at first glance to be GUI elements;  you can open them in NWN Explorer and see what they were (at one point) used for. If this page is left incomplete you can search via. nwnexplorer the different files to find the one you need.

Texture Notes

The vast majority of texture files are TGA, this is likely because NWN (originally) ran as a 1:1 mapping of pixels and game space. NWN:EE adds UI scaling making it possible to increase these textures quality. However you might want to use DDS and if you do, note the TXI files below that disable mipmaps and may make it look worse.

TXI File Note

TXI files are included for the vast majority of texture references below. In one case - portrait.txi - it might be worth blanking it since they tend to be replaced by high quality images that should have valid mipmaps if done in DDS.

GUI Elements List

Many elements are used for each GUI element, many times overlapping. Special case is the Inventory which will contain multitudes of icons resized to each icon size and documented separately.

Some of this information is from running compileloadedmodels in the console when the element is open, some from inspecting .GUI configuration files and some from other sources.

Main Menu and Misc

ElementScreenshot ExampleGUI File(s)MDL File(s)Animation(s)Model NWN Explorer ScreenshotTexture File(s)Texture File ScreenshotDescription and Notes
Misc

gui_empty.mdl

empty.mdl



none

none


Both contain no nodes or faces. They always appear to be placeholders or similar, but essentially are always cached/loaded by the game
Mouse IconNot sure if used??????gui_pointer01.mdl

gui_gring01

Not sure this is used any more - it looks to be an old icon going by the model? Possibly used for debugging?

Main Menu Button

pre_main.guictl_btn_pre_176.mdl

up

down

checkedup

checkeddown

uncheckedup

uncheckeddown

disabled

hilite

encouraged

ctl_btn_pre_178

Animated button for the main menu and other ones (176 / 178 = pixel width?). Note the different texture file name - maybe the main menu was adjusted at some point slightly.

The texture ctl_btn_pre_178.tga is obviously the main button "states".

Radial ring

gui_ra_clearring.mdl

gui_spellmenu

This is the white ring that appears around a big button when it's highlighted for selection.
Radial menu

gui_radialband.mdl

rubberband

size

gui_radialmenu

Most of this is unused but the top left part is the main "big icon" semi-transparent background circle.




gui_radialband

gui_rad_ring

This appears to be used by the game directly, no model references it but after some playing around it appears this is the "tiny" circles in the radial.

The transparency it has doesn't work properly overlapping gui_radialmenu however.

Main Menu BackgroundSee right image.
pnl_main_bg.mdl

gui_pre_bknd3See left image.

Beamdog overwrote this presumably to have a new background image displayed. The image itself is a 3840x2160 sized TGA, but since it only loads in the main menu it doesn't really matter.

Main Menu

pre_main.guipnl_mainmenu.mdl

gui_pre_logoSee left image.

Looks to be what the before menu logos are added to, and what the "Pre-game menu" is made up of.

Note: Beamdog added their own texture file for this (again huge sized as above).

There are dummy nodes for these however which may provide a layout clue for other elements, or may be unused:

ExitButton01, JoinButton01, OptionsButton01, MoviesButton01, LoadButton01, NewButton01, QuickButton01

Quick Chat


pnl_quickchat.mdl

size

gui_boxes

Presumably the quickchat menu. Loaded at the main menu perhaps for caching. Doesn't seem to have a GUI file so likely hardcoded reference.

The texture file is a commonly shared one and certainly a fun one to "upscale." Since it has essentially hard edges, it can be likely done by just doubling all the pixels or similar. Adding in any banding or "smoothing" messes things up.

Scrollbar


scrollbar_simple.mdl



Used on many layouts and models.



ctl_btn_ctr.mdl

up

down

checkedup

checkeddown

uncheckedup

uncheckeddown

disabled

hilite

ctl_btn_ctr
This seems to be used for many GUI elements

Main GUI

These elements are always present.

ElementScreenshot ExampleGUI File(s)MDL File(s)Animation(s)Model NWN Explorer ScreenshotTexture File(s)Texture File ScreenshotDescription and Notes
Top right panel


but_popup_prtrt.mdl



Need to check but_popup_prtrt.mdl - might not be actually in use but has "portrait" as part of the name...



pb_but_char.mdl

up

down

hilite

encouraged

disabled

pnl_party_bar




pb_but_inv.mdl

up

down

hilite

encouraged

disabled







pb_but_jour.mdl

up

down

hilite

encouraged

disabled







pb_but_map.mdl

up

down

hilite

encouraged

disabled







pb_but_opts.mdl

up

down

hilite

encouraged

disabled







pb_but_pvp.mdl

up

down

hilite

encouraged

disabled







pb_but_rest.mdl

up

down

hilite

encouraged

disabled







pb_but_spell.mdl

up

down

hilite

encouraged

disabled




Party Bar


pnl_party_bar.mdl








pb_mbr_pic.mdl








pb_mbr_pos.mdl

angle

angleunknown







pb_mbr_state.mdl

default

resting

combat

dead

gui_party_states

Displays basic state; nothing (blank square), resting, combat, dead.

You might be able to affect this to set AI states or other things in the dead "nothing" space, if it's mapped (or alter the MDL to point to an empty spot to reuse)




pb_partylist.mdl
Just dummy nodes

Layout related presumably



pb_pnl_member.mdl

pnl_party_bar




pb_portrait.mdl


gui_replace01




pb_scrl_down.mdl

up

down

gui_chr_arrowbtn




pb_scrl_up.mdl

up

down




Compass


pnl_compass.mdl

default

pnl_part_bar
Looks like the border



ctl_compass.mdl

angle

default

gui_compass3
The compass model itself that rotates with your camera rotation
Quickbar(s)


pnl_quick_bar.mdl


qb_but
Border?



gui_qbar_ends.mdl

gui_boxes_ingame

The grey bits that don't entirely reach the sides in wider monitors.

EG 1440p see the right:

Chat Prompt


ctl_btn_chatmode.mdl





ctl_btn_chatmode:

up

down

hilite

ctl_btn_chatmode.mdl

gui_boxes_ingame






edit_chat_prompt.mdl
Just dummy nodes





pnl_chat.mdl
Just dummy nodes





pnl_chat_prompt.mdl

qb_but
VERY long model, like SUPER long. Not even sure it'd fit on uber widescreen.
Chat Bar Left


edit_chat_left.mdl

gui_boxes_ingame

Chat Bar RightAs above (right one)
edit_chat_right.mdl

gui_boxes_ingame






but_chat_bar360.mdl

gui_boxes_ingame

gui_spl_btn_up


Can drag the chat bar up and down with this presumably
Chat Bar Combined


edit_chat_main.mdl

gui_boxes_ingame

Map

Map panel.

ctl_icon_areamap.mdl

ctl_icon_minimap.mdl


Character Sheet

Character sheet.

Journal

Journal panel.

Inventory

Inventory panel.

ElementScreenshot ExampleGUI File(s)MDL File(s)Animation(s)Model NWN Explorer ScreenshotTexture File(s)Texture File ScreenshotDescription and Notes

pnl_inv.mdl









ctl_inv_btn_eye.mdl









ctl_inv_btn_gold.mdl









ctl_inv_btn_left.mdl









ctl_inv_btn_rght.mdl









ctl_inv_btn_tab.mdl









ctl_inv_con_lbl.mdl









GUI Icons List

This is a special list; as it contains a lot of MDL files but they're specially loaded for each instance of different sized icons. They're used in quickbar slots, radials, and especially the inventory panel.

The texture file if left as gui_replace01 will get replaced by the game engine. If this name is changed it'll load whatever texture is specified.

MDL File(s)Texture File(s)Description and Notes
gui_icon_0x0l.mdlgui_replace01Appears to be loaded on the main menu for some reason. Suggests it's a standard square icon going by the model info but 0x0? maybe a placeholder?

gui_icon_0x0l.mdl



gui_icon_1x1l.mdl

gui_icon_1x1s.mdl

gui_icon_1x2l.mdl

gui_icon_2x1l.mdl

gui_icon_2x2l.mdl

gui_icon_2x3l.mdl

gui_icon_2x4l.mdl

gui_icon_2x5l.mdl






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