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Texture Tutorial: Re-Skinning Creatures Intended Audience: This tutorial will show you how to take one of the creature textures from Neverwinter Nights, modify it, and use it to create a modified version of the creature. IntroductionCreatures in the game use texture images which wrap around the model's skeleton to form the skin of the creature. By modifying these textures images using image editing software, you can change the visual appearance of the creatures skin. This is a great way to create new creatures for use in your custom adventures.
Steps for Re-Skinning a Creature ModelThe process we will use is as follows:
Downloading TexturesThe first thing that is needed is one of the original creature textures from the game. BioWare will be releasing creature textures for the community to use, and you can download textures here. The first bundle contains the Troll, Umberhulk, Bat, Badger, and Panther textures. There are also community-made tools that will allow you to extract textures from the game, though this is a more involved process.
Modifying the TextureUsing an image editor of your choice that supports the Targa (.tga) format, open and edit the texture. Example software includes Photoshop, Paint Shop Pro, and Irfanview. You can modify the texture in several ways. Painting on tattoo patterns, or modifying the color balances are two ideas, but you are only limited by your imagination!
Once you are done your modifications, save the images as Targa (.tga) files, (selecting the '24 bits/pixel' and 'uncompressed' options of your software). The filenames of textures are important, as you can only use them in the Toolset if they use the exact name of the texture image in the game. So the 'c_troll' texture that you download must retain the 'c_troll' filename if it to be recognized by the game as the texture for the Troll model.
Converting the TextureIn order to use the textures in your module for others to play, you must convert the images to the compressed format that is recognized by the game. BioWare has created a compression tool for this process which we use internally. We are offering it for download as a free, unsupported Windows utility. Instructions for using the DDS Compression Tool 1. You need to be logged in to download this file. If you do not have an account, sign up for an account now! It's free and allows you greater access to all the BioWare sites. 2. After unzipping the tool, you will find 2 files in the 'dds' folder (processtextures.exe and runme.bat) along with 2 directories labelled 'in' and 'out'.
3. Place the .tga you wish to compress into the 'in' folder. 4. Double-click the 'runme.bat' in the 'dds' folder. This will convert the texture from .tga format to the compressed .dds format that is needed for the game. You will find the converted texture in the 'out' folder. It will have the same filename as the original, but with the .dds file extension. The 'c_troll.tga' texture I started with is now 'c_troll.dds'. Notes about the DDS Compression Tool The DDS Compression Tool is a free, unsupported Windows utility that will not work on all video cards. It is dependant on your video card and drivers supporting the required compression. Most DirectX 8 drivers should work - I have tested it on a GeForce3 and Radeon 8500, which worked fine, however the Matrox G550 card I tested did not work. If you cannot run the DDS Compression Tool, I would suggest finding a friend who can to convert your textures, as this is just a small (though required) step in the overall process of creating your own textures!
Using a Hak PakNote: As of the 1.28 patch, Neverwinter Nights has allowed for the use of multiple Hak Paks and has changed the way you utilize them. 1. Now that the Hak Pak is in your 'hak' directory, we can add it to a module. Open an existing or new module in the Toolset. Under the 'Edit' menu select 'Module Properties', then select the 'Custom Content' tab. Click on the drop-down list via the small arrow above the Check for Conflicts button. You should see a list of all the Hak Paks you have placed into your hak directory. Select the Hak Pak(s) you want to include in your module and then click the 'Add' button.
2. Now that the Hak Pak with the new texture has been added, creatures that use that texture will now have the new skin. In my example, all the Trolls I paint down in my module are purple.
What Now?If all you need to do is re-skin an existing creature in the game to give it a new look, then this is all that is needed! However, you can also use the Toolset to create a new creature type with custom abilities, and combine it with the new texture to create a truly unique custom creature. This process is outlined in the Creating Your Own Creatures tutorial.
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