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The blank Inventory icons (except the shield?) looks odd. The inventory is also now black instead of transparent and the lines are thicker. This seems to be from converting TGA's to PNGs not an issue with the upscaler as such, but need to test after redoing from source TGA files.
| Texture Name | Original | Upscaled | Notes |
|---|---|---|---|
| gui_rgbc | "Reg Green Blue Clear" presumably. Used in model gui_walk.mdl and other GUI things and scaling makes the colours overlap so it messes up the base "select/attack" models. | ||
| gui_rad_ring | This is the white bit around the tiny icons above. It might be fixable to give a smoother appearance by increasing the size manually. Not sure though might be a 1:1 pixel mapping. | ||
| gui_radialmenu | This is the now black squares! Weird. It might be fixable again by manually increasing the size of this file to make the circle elements more rounded and making sure the alpha is done properly. Not sure though might be a 1:1 pixel mapping or something odd! | ||
| inventory stuff to follow | |||
Bugs and Fixes
Lots of crashes - because of course NWN is ancient and sometimes hates things. Things noted here:
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Distorted textures cannot exceed 256x256 resolution apparently - needs fully testing since one "shinywater" below is bigger than 256 already This is the TXI option "distort 1". This means primarily water but also other things like lava! Also look out for "arturowidth" and "arturoheight"
List of files:
| TXI file name / Texture Name | Original Size | Resized Size | Action |
|---|---|---|---|
| c_air_skin | 64x64 | 256x256 | Should be fine |
| c_water_skin | 128x128 | 512x512 | Remove, or need to downsize it |
| fxpa_globe | 64x64 | 256x256 | Should be fine |
| fxpa_globe2 | 64x64 | 256x256 | Should be fine |
| fxpa_spellturn | |||
| pdag_prt2 | 128x128 | 512x512 | Remove, or need to downsize it |
| pdag_prtl | 256x256 | 1024x1024 | Remove from pack |
| shinywater | 512x512 | 2048x2048 | Not even sure how this works in the original game! |
| tbw01_water01 | 256x256 | 1024x1024 | Remove from pack |
| tcm02_water01 | Remove from pack | ||
| tcn01_water01 | Remove from pack | ||
| tde01_lava01 | Remove from pack | ||
| tdm01_water01 | |||
| tdr01_e_wat01 | |||
| tds01_water01 | |||
| tdt01_water01 | |||
| tic01_water01 | |||
| tin01_water02 | |||
| tm_tcnwater01 | |||
| tm_tnowtsea01 | |||
| tm_trmwater01 | |||
| tm_ttzwater01 | |||
| tni01_water02 | |||
| tni02_water02 | |||
| tno01_water01 | |||
| trm02_water01 | |||
| trs02_water01 | |||
| tsw01_fog01 | |||
| tsw01_molten01 | |||
| tsw01_water01 | |||
| ttd01_water01 | |||
| ttf01_water01 | |||
| ttr01_water01 | |||
| tts01_water01 | |||
| tts02_water01 | |||
| ttu01_water | |||
| ttz01_water01 | |||
| twc03_wtsea01 | |||
| vdu_tex_shade |
Mipmaps
Don't use DDS without mipmaps will crash - all mine have mipmaps mind you, even ones that don't really need it (icons for instance don't need mipmaps, the game has them at a set distance always on the GUI for maximum quality, but hey why not).
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