Some information on the aims of model and texture overhauls for people wanting to contribute.
Note the project will be looking at focusing on new models or free CC0/open source models and textures with a no copyright infringement. This means no ripped models and textures from other games.
The models in NWN, especially pre-HotU generally are low quality but cartoony and animated enough to be fine at a distance, especially smaller creatures such as Goblins or small animals.
However to add new models or bring models up to a newer modern quality that the Beamdog HD Pack has done, it should be also done with proper intent and style similar to the original models.
This means:
Discuss what looks and feels should be on the Discord: https://neverwintervault.org/chat
The prioritisation of the project is in the most desirable to least desirable option for models and textures are below, of course usually the most work to the least work!
| Priority | Model | Texture | Notes |
|---|---|---|---|
| 1 | New high quality models | New fancymapped PBR textures | The new models need to follow the style guide below to keep in line with NWN's more cartoony aesthetic and 3E ruleset For PBR information see Enhanced Lighting Engine and PBR and Standard material inputs for information. |
| 2 | Improved older models | New fancymapped PBR textures | Examples of model improvements:
|
| 3 | Improved older models | 4x upscaled textures with fancymapping | |
| 4 | Improved older models | 4x upscaled textures | Some models will be difficult to fancymap and may as well wait on new models just with a more clear texture. |
| 5 | Original models | New fancymapped PBR textures | This works best for tilesets where a lot of flatter textures can work with new heightmaps and normal maps well |
6 | Original models | 4x upscaled textures or original textures with fancymapping | Certain models are already high quality enough but really need fancymaps to bring out some more quality |
| 7 | Original models | 4x upscaled textures | |
| 8 | Original models | Original textures | Mainly can leave some of the higher quality models alone |
The 4x textures will be generally from the 4x Texture Upscaling work done by Jasperre. These should at least bring some much needed clarity and detail to the muddy, low resolution original textures.
The Overhaul Animations page will outline the new supermodels that just contain animations.
On the top of them there may be upgrades done to the animations for instance making simple model animations include the PC animations set, like emotes and the like.
Textures across the game will be upscaled/improved with fancymaps using the original texture names. MTR files can provide the renderhints needed (although models may be re-compiled to bake in normals).
As models get replaced or upgraded these may become unused - for instance if the model design drastically changes and the texture has to change to suit. These "legacy" texture upscales and fancy maps will be moved to the Additional Builders zip and new texture names will be used instead. Then they can be used in instances where people have got additional models added that use the games base textures (very common across tilesets).
Models generally will replace the same ones like-for-like for the models to be loaded properly for a "pure override art pack" style. This means you'll have "c_ettercap.mdl" present even if the actual model is upgraded and textures changed.
For texture overrides the texture must be pretty much identical to the original - since that texture may be used by multiple models even in the base game. Be careful about changing the even the orientation or any kind of colours across existing texture upgrades. This also applies to portraits and icons - if the model is drastically upgraded the relevant portrait should be replaced as well (if possible - items can't have their own identifiers thus need to override only).
For new models and textures an identifier "op" will be used in the name, eg: c_op_xxxxx or t_op_xxxx, ife_op_xxxx, po_op_xxxx etc. See individual overhaul pages for more information naming conventions. These will be strictly marked for each use across the project - sharing is possible but not highly recommended across different tilesets (instead a duplicate should be made).
The source format will be a Blender or 3dsMax project file if available, but at the very least the uncompiled ASCII version.
The compiled format will be the MDL file but compiled in game.
The source files should be XFC (GIMP), PSD (Photoshop) or similar uncompressed originals if available.
The source folder would also contain the "final" intermediary PNG file that is not game suitable (again can be oversized).
The compiled file be at most a 15MB DDS file. DDS has compression which acts identically for each dimension. Some examples of dimensions and final sizes:
| Dimensions | Typical MB for a DTX5 (Alpha) | Typical MB for DTX1 (No Alpha) | Notes |
|---|---|---|---|
| 4096 x 4096 | 21.3 MB | 10.6MB | Upscaled from 1024x1024 - no Bioware HotU or earlier models are this large - so is newer DLC or custom content |
| 3600 x 3600 | 16.4 MB | Odd size not sure what texture this was. | |
| 2048 x 2048 | 5.33 MB | 2.66MB | Upscaled from 512x512. Likely best general square size. |
| 1024 x 2048 | 2.66 MB | Longer texture - some cloaks and stuff use this. | |
| 1024 x 1024 | 1.33 MB | 682KB | Upscaled from 256x256 |
| 512 x 512 | 341 KB | 170KB | Upscaled from 128x128 |
Source files should be the layered GIMP/Photoshop as appropriate. There is no "PNG" intermediary however. There may be a resized version for the game conversion since the GIMP PLT saver just uses the base file size as it's dimentions.
The final PLT files are all kinds of awful and 8MB max is what Beamdog used and even the game chokes on a lot of hardware (due to the amount of bodyparts loaded at once). Further testing needed there.
Need to figure out a good methodology for PLT and the sizing of different parts especially if PLT shields are added.