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NWN TEXTURES

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Title  Complete NWN2 textures
Author  Tukaram
Submitted / Updated  10-24-2006 / 10-25-2006
Category  Terrain
Number  197
Format  Other
Forums  Link
Description
197 new textures for your terrain.
In override_01 there is terrainmaterials.2da
UPDATE 10/25/2006
fixed file 2da renumbered

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Comments (41):

  1  2 Next>

Posted by Veridious at 2008-04-26 15:42:47    
Am I the only who realizes that this is in the incorrect section? You put this in NWN Textures. This is an NWN2 texture.

Posted by Wudwaen at 2007-01-10 07:01:42    Voted 9.00 on 01/10/07
Beautiful stuff. Ok. But "-I-" need to know how to name things for the 2DA stuff. I never got that far with the first mess. I have downloaded this because I want to use it, but I want to put it in my terrain folder. I also do not understand the 2DA stuff in general. Is it different when the 2DA is a terrain versus a Weapon versus a Shield? I do not understand the list, how to find it, or how to read it. Wudwaen

Posted by mysticalone35 at 2006-11-10 03:22:16    
has any one elce not able to get the terrain bmp files not showing up in tool set ?

Thank's
Flynn O

Posted by Polyhedral at 2006-11-08 09:37:07    
Why do I recognise some of these textures? Where did you pull them from?

Posted by Parat at 2006-11-04 09:19:44    
So, is the reflection thing fixed?

Posted by Tukaram at 2006-10-30 16:39:06    
Tank you. :)

Posted by Maximus at 2006-10-30 16:14:38    
Links have been corrected. Thanks1
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Posted by Tukaram at 2006-10-28 15:02:12    
I have make a post to Maximus....

Posted by Tukaram at 2006-10-28 14:54:32    
This files are on vault....

Posted by uthar_le_preux at 2006-10-28 09:25:19    
links broken for me too :((

Posted by stacy_19201325 at 2006-10-27 11:14:06    
I'm unable to download anything but the 2da, is anyone else having this problem?
_________________________
My Submissions:<br> [Starship Interiors] [Sci-Fi Loadscreens] [80-Color Palette Overrides] [Mil_Tailor Update for 1.67]

Posted by Tukaram at 2006-10-27 11:08:59    
[QUOTE]I setup a batch process in photoshop to produce these files.[/QUOTE]

What's?

Posted by mlmarkland at 2006-10-27 07:05:27    
Normal maps and bumps maps are two different ways to get to the same place. The textures need normal maps with alpha channels.

As I mentioned in a prior post, I setup a batch process in photoshop to produce these files.

If you wish to duplicate the work, feel free.

Monty

Posted by Tukaram at 2006-10-27 02:51:28    
Ok, I'm working with GUS (M4C) for retextures with normal and bump maps. I will make an update! :)

Posted by mlmarkland at 2006-10-26 20:04:29    
Tukaram, like I said above, feel free to email me and I can detail the process for you (I'll detail it on the RDS forums as well in the near future).

Monty

Posted by mlmarkland at 2006-10-26 20:00:58    
I've made pretty good progress with setting up a batch conversion process with Photoshop for all of these images.

So it won't be necessary to do this manually at all, though manual adjustment of the various channels might still be desirable, I don't really know how it will all look until having the client.

Just eyeballing things, the results of the conversion process look equivalent to the Obsidian-standard terrain textures. We'll see in a few days.

Monty
Rogue Dao Studios
Link

Posted by mlmarkland at 2006-10-25 20:16:34    
I should say rather, that the reflection issue arises from the setup of the alpha channel on the main texture & that the normal and c maps are missing, not that the normal or C maps being missing = reflection problems.

Also don't take my word as gospel, I've only been playing around with it for a few hours today.

-Monty
Rogue Dao Studios
Link

Posted by mlmarkland at 2006-10-25 15:35:02    
As noted in my above comment:

The reflection issue arises from the lack of normal maps (*_N.dds), additionally, there is also a lack of C maps, which are possibly something to do with tinting or color (*_C.dds).

Theoretically, you could paint with these textures, and then add the normal and _c maps at a later date, and everything -might- work fine. Though I wouldn't reccomend that course of action.

-Monty
Rogue Dao Studios
Link

Posted by Parat at 2006-10-25 15:07:27    
Well .. at the moment the textures reflect too much light. Will this issue be addressed? ... I donÄt know whether this has to do with missing files or whether the numbers in the 2da actually have some meaning :-)

Posted by Dark at 2006-10-25 13:11:02    
Tukaram, good enough, it just makes me cringe when modders rely on the over ride dir. its just a break point and a making for disaster when using that option. Thanks!

_________________________
Dark
Eye of the Beholder
Project Lead

Posted by Tukaram at 2006-10-25 11:43:53    
;) Well!

Posted by Drucinda at 2006-10-25 11:09:41    Voted 7.00
Yay! Thanks Tuk. You rock ;)

Posted by Tukaram at 2006-10-25 11:02:40    
I'm put a new file 2da. The material is right but I havn't renomined textures. To make this, it was remake all :(

Posted by Tukaram at 2006-10-25 10:08:31    
one hour and I make an update for Override_01.ace file, with new 2da file ;)

Posted by Tukaram at 2006-10-25 09:05:22    
ok, Drucinda, I write again the 2da files. For the numeration instead I task that I am useless bicouse if also I use a high numeration, however it will be rewrited the 2da if obsidian or others add textures.
For hak instead that override, I waited for of having the complete game. Currently an utility is not available for nwn2

Posted by mlmarkland at 2006-10-25 08:55:02    
Until release of the game the generation of haks remains an unresolved issue. Override works for now. Tukaram,you've done a great job putting together some truly interesting textures.

This is all cutting edge stuff so don't feel like this next comment is a complaint. Your textures seem to be missing both _n and _c maps. If you want some advice on how to fix this, I'd be glad to help out. PM me at the Link forums (Montgomery Markland) or email me at [email protected] and I'll help you get it sorted.

-Monty

Posted by Dark at 2006-10-25 08:45:57    
When are you guys going to learn to not us the override directory when making mods? I made the Eye of the beholder Mod and one of the biggest issue most people had using others mods was they had a slew of stuff in the over ride directory that always causes issues. Make a HAK file it�s the easiest and best way to make a mod or added content. Not that your work isn�t good but the over ride directory is a bad way to make mods even if it�s the easiest way to make one work.
_________________________
Dark
Eye of the Beholder
Project Lead

Posted by Drucinda at 2006-10-25 08:23:21    Voted 7.00
Yes, Tuk. That's part of the problem. Here's an example... This is a line from your 2da and the texture it refers to looks like marble.
137 TT_tuk_56 255 255 255 Dirt ****

I personally think a better way to list them would be as follows..

1037 TT_tuk_Stone_56 255 255 255 Stone ****

Normally it isn't that big of a deal for me to edit the 2da .. but that's a LOT of textures to have to go back and rename and edit in the 2da lol

So basically every texture has to have the name edited and then each line of the 2da for it needs to be edited.

Also, as to what Adinos said above.. that is what I was trying to point out to you earlier.. It isn't just expansions.. See, any time ANYONE submits textures now and they are downloaded and put into a person's override, the 2da will have to be edited so that it contains EVERYONE's references. There's will have to be added to yours or vice versa. That means you need to pick a 'fairly safe' number to start with. Say 1001 instead of 84 or whatever. They don't have to follow immediately after Obsidian's. There can be a gap in the numbers, it's ok :)

Posted by Tukaram at 2006-10-25 03:52:43    
Drucinda, your prob is that in 2da my tex are all dirt? No grass, no stone, ecc..ecc...? Uh...if it's this, I make a fix. Sorry :(

Posted by Tukaram at 2006-10-25 03:23:13    
Ah..is it this the problem? Ok, I rename in 2da with other numbers. For snow I'm put some textures. First number open in source 2da?
But the game is out? No, here we speak for first expansion....I can also rename with first expansion will be out (2007?...2008?...)

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