The package contains 218 building parts ranging from floorboards, staircases, walls, columns, beams, doorways, windows to rooftops. The aim of the Building Construction Kit is to provide an easy and flexible way to create large and complex structures in Neverwinter Nights 2. The dimensions of each individual part are all in integers and most of them have the same origin so that you can assemble them easily.
This package enables you to overcome limitations of the Neverwinter Nights 2 toolset. For eaxmple it allows you to create walkable platforms which can be used as ramparts, bridges and terraces. This is previously impossible.
It also enables you to create gigantic structure without scaling. Unlike scaling, you can assemble a structure of any size without worrying about overstretching the texture or scale the object out of proportion. You can scale specific parts of the building to get the proportion you like. For example if you want a steeper roof, you can scale the roof. You can build a wide range of structures with these parts such as castles, towers, ramparts, houses, bridges, churches, and labyrinths.
Version history
1.0 First Release
1.1 Added Round Parts and Ramp. Adjusted Tint so that the cracks will appear less black and more natural.
1.15 Added C4 Meshes (Walkmeshes) to round parts, they should produce a more accurate bake results than the C2 meshes currently in place.
1.2 Thank Tupoun for fixing the miscalculated tangents (Normal Map) occurred during import/export.
2.0 Soften the edge of round columns and round parts. They look smoother now.
Adjusted the geometry of round windows. They can blend in with straight parts now.
Adjusted UV (texture) to make some parts look better (make more sense).
Adjusted UV (texture) to make Camb and Tupoun's retexture more seamless.
Changed texture arrangement for Greek Style column. It no longer mirrors the texture in the bottom vertically to use as texture on the top.
Adopted some official and Tupoun 's textures. The texture should look less uniform and more realistic.
Adjusted borders to eliminate gaps between textures.
Improved the Tint Map. Parts will be more responsive to tint (closer to the colour inputted).
Added some damaged parts.
Added nightglow windows.
Adjusted some names in Blueprints and Models (more appropiate).
Shifted 2DA entries to 5000 and padded the gap with actual lines. This should improve compatibility with other custom placeables.
Included two transitional 2DAs to support module built with previously released 2DAs.
Improved documentation
2.1 Added more damaged parts
Added round doorways
Improved documentation
Alternate texture Here're some nice alternate textures to use if you think my texture is too "Clean". My textures are white so that you can tint it yourself.
Tupoun's retexture Camb's retexture
Full documenation You can view the full documentation from this link.
A comprehensive FAQ can be found here
Copyright issues and credits You may reproduce or derive from my work as long as you give proper credits to me and to the people who had contributed to it and do not charge people for it. If you have derived something from my work and want me to post it, send it to [email protected]. However please make sure it at least matches my quality.
More Building Demo including a tower, a Greek Classical building, an Aquaduct, a cloister and a dock
(Please use placeables_1.0_compatible.2da from the override package, don't forget to rename it placeables.2da)
A castle with a keep, a stable, a training area, rampart and a bridge
(Please use placeables_1.0_compatible.2da from the override package, don't forget to rename it placeables.2da)
Posted by M. Rieder at 2012-04-29 13:07:44 Voted 10.00 on 04/29/12
What fantastic work! _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
Posted by BlakOrkz at 2011-01-22 00:42:15 Voted 10.00 on 01/22/11
Thanks
Posted by Qrizz at 2010-05-13 21:47:54 Voted 10.00 on 05/13/10
A Masterpiece _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by keldae at 2009-09-13 11:31:48 Voted 10.00 on 09/13/09
This is a beautiful piece of work, I can't imagine how much time you must have put into it. I certainly do hope to see more from you.
Posted by PGB01 at 2009-06-18 12:13:25 Voted 10.00 on 06/18/09
Really useful.
Posted by Deadeye_Daxx at 2009-02-04 12:30:54 Voted 10.00 on 02/04/09
Excellent work, I picked it up in the Skullhak because Im not too skilled at 2da consolidation, but wanted to come to the source to give thanks.
DD
Posted by BenWH at 2008-04-24 22:02:32 Voted 7.75 on 04/24/08
Congratulations, this work has been nominated for the 2007 Custom Content Golden Dragon Award. _________________________ Works of B G P Hughes: Link
Posted by Estelindis at 2008-03-26 12:59:02 Voted 10.00 on 03/26/08
This is really amazing work. Just playing around with your placeables for a short while in the toolset shows me how many new things are possible in the toolset with this. And you managed to keep the size really small! Excellent quality and very useful. Thank you for this! _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset
Posted by Carpot_Muncher at 2008-03-03 04:03:31 Voted 10.00
Thanks for the reply Nyt333. I'd painted down a whole maps worth of the placeables with your native texture and model files first, from a custom hak. Later, developed custom texture maps, modified 2DA to accommodate those, then changed the appearance of the placeables (using Power Bar). They wouldn't take on the new textures so matter what I tried (I even replaced the textures using 3dSMAX). Finally tried painting these down in a fresh mod, and they all worked fine. So yeah, it seems that any one of those methods (Adinos's RetexMDB, RunnderDuck's MDB Cloner, 3DSMAX) work. Eventually I disassociated the hak, opened the module again, then re-associated the hak, and reopened it again and it corrected itself, though quite a few envi-objects and placeables were lost.
Camb was successful in cloning the placeables, but I think he may have removed his cloned models.
Here's how to clone the placeables:
1. Copy the files and rename them (It can be done easily with the ren command in command prompt)
2. Use Adino's tool to rename the texture and mesh name
3. Create new entries in the 2da
4. Done.
Alternatively use BCKII. BCKII Generic supports up to 9 different texture for walls, 6 textures for floors. The models no longer share the same master texture, you can re-texture selective part.
_________________________ Elen Sila Lumenn Omemtielvo
Most of the problems I am aware of such as doors, amount of model variations, textures, walkmeshes, assembly issues and documentation are addressed in BCKII _________________________ Elen Sila Lumenn Omemtielvo
Posted by Almsy at 2008-02-24 12:17:52 Voted 10.00 on 02/24/08
Thank you so much for giving me a tool I can use to let my imagination soar! _________________________ ~In the end fate, is the only real choice we have~
Posted by palafoxx at 2008-02-06 22:58:37 Voted 9.50 on 02/06/08
Superb work, and more important, superb and well designed idea.
Using this hak sends me errors/dosnt show anything when trying to use MotB placabels (X1).
Need update? Or I mess up? _________________________ �In a cruel and evil world, being cynical can allow you to get some entertainment out of it�
Posted by SHOK13 at 2008-01-20 11:22:34 Voted 10.00 on 01/20/08
Using BCK (slot 0) and 3C, and the stairs I built don't show up ingame (preview pane shows some of the pieces as weapons or blank). Is there an easy fix for this?
This is my first time using the NWN2 toolkit (i.e. I'm a newbie) and I'm trying to get the BCK toolkit to work. I downloaded all the files and put the .mdb files and the .tga files into the c:\My Documents...\override file and the hak file into the hak directory. I also imported the .erf file
The placeables show up in the blueprints, but when I try and actually place something in an area, I just get a grey cross cursor and nothing actually appears. What am I missing? Do I have to edit a placeables.2da file?
@Morez : I had a good laugh when I watched your vid , this should become an official trap : "the bang in your face door". (Sadly I can't help you)
Posted by GrinningFool at 2007-12-28 17:44:21 Voted 8.75 on 12/28/07
Can't believe I haven't voted for this yet. Some odd issues around roof textures (slight gap) but otherwise very well done. _________________________ The Grinning Fool The World of Khalidine, a unique RP PW.
Please remember that I vote according to the published scale.
Posted by JasonNH at 2007-12-28 10:17:07 Voted 10.00 on 12/28/07
I've repented from my slight vote deduction due to the override thing. This kit is pure genius and enabled me to do things I never dreamed of accomplishing without it. Bravo!
Posted by JasonNH at 2007-12-21 14:43:26 Voted 10.00 on 12/28/07
Hi Melirinda,
This is what I did to use the BCK content in the toolset.
1. Just unzip the contents of the following into some working directory:
BCK2.1_Hak.rar
BCK2.1_Override.rar
BCK2.1_Tga.rar
2. Place the BCK2.1_Hak\BCK2.0.hak into your ..\My Documents\Neverwinter Nights 2\hak directory.
3. Go into the ..\BCK2.1\Model\ArchitectureStyle01 directory. The should see a whole list of subdirectories here:
Copy all of the *.mdb files from each subdirectory into your ..\My Documents\Neverwinter Nights 2\override directory.
4. Copy the *.tga files from ..\BCK2.0Tga into your ..\My Documents\Neverwinter Nights 2\override directory.
5. Open your module in the toolset. Under the module properties, add the BCK2.0.hak file to the associated haks.
6. Import the ERF file from ..\BCK2.1\ERF\BCK2.1.erf
7. Look under Placeables->UserCreated for most of the constructs. The Doors are under Doors->UserCreated.
I think that covers it. There may be an easier way, but this is how I got it done. FYI - you don't need all the stuff in the override for this to work in game, you only need the hak. What I do is keep a renamed override directory just for this kit handy, and when I want to work on it I change it back to just "override".
Posted by SGK73 at 2007-12-21 05:47:43 Voted 10.00 on 12/21/07
One of the few Masterpieces on the vault. Perfect!
Hi, this is a highly recommended mod, and it looks like it has loads of useful things. What I would like to know is in more details how do I install the entire thing. My understanding is that:
BCK2.1_Hak.rar - unrar and install as a hak
BCK2.1_Tga.rar - unrar and install where?
BCK2.1_Utp.rar - unrar and place into the MyDocuments Override? Or the Main Game Override?
BCK2.1_Override.rar - same as above.
I will be very greatful if you clarify the installation procedure for each file a bit :)
Thank you and looking forward to using the kit!
_________________________ Joinable NPCs in IWD2. I'm *not* kidding!
Posted by JasonNH at 2007-12-20 08:37:28 Voted 10.00 on 12/28/07
Outstanding work. It's almost like getting another toolset in itself. If you could package it up in such a way that I wouldn't have to use the override directory to use it in the toolset, I'd give it a 10.
Ok, will give it 'nother go..hpe this works. Had pieced together a freakin' awesome cathedral...that sadly was got deleted after failed first attempt. THX.
If the pieces are not place together perferectly (i.e. gaps), the walkmesh will get whacked.
If the geometry is too complex, the walkmesh will also get whacked as well.
Bake the area before you exit the area/ toolset, because the facing will not be saved 100% precise. Reset facing is only needed when you reload and rebake an area. _________________________ Elen Sila Lumenn Omemtielvo
Hey great job!....A lil help here tho. I have tried to reset the heading of each piece, among doing other things but I still get a whacked out baked mesh?..help!
Posted by NWCdunnite at 2007-12-11 11:31:42 Voted 9.50 on 12/11/07
Oh yeah, a parapet or actual balcony section that overhangs would be something to see, as well as battlements including the turrets that are wider than the tower upon which they sit. Like a rook in a chess set.
Once again, GREEAAAT JOB, Man!
dunniteowl _________________________ Be Excellent to Each Other!
Posted by NWCdunnite at 2007-12-11 11:28:42 Voted 9.50 on 12/11/07
Posting a 9.5 out of 10. This is really cool stuff, though I have problems with some of the tinting options and with lining things up. Probably just me. I was wondering if you had considered making a few different types of stairs, like the wall hugging stairs for going up to battlements? Or rounded and spiralling stairs for inside turrets?
Lastly, I was wondering if you were considering updating more parts? I'd like to see sections of walls with arrow slits, a few different 'floor' textures to use on the top of buildings and sections of floor with openings for ascending and descending stairs? A few other things come to mind, though I really would like to say that I just love the BCK and spend literally hours of my time sandboxing with it.
Being as how you made this and the screenshots must be your efforts (as your siggy's in them) do you know how to save these buildings after the fact as placeables so I can use them over and over? Also, what about making groups? Do you know how to set those up so that they remain from save to save? Currently, if you make a group, then copy the group, the copy is ungrouped. This slows things down considerably.
Any answers to these questions would be most happily received on your documentation site as opposed to here.
Fanatastic JOB, man, you are indeed, a hero of the realms.
dunniteowl
Admin/Moderator, The NeverWinter Citadel Project;
Moderator/Community Representative, NWN2 Forums;
Member, Academy for Modding Excellence _________________________ Be Excellent to Each Other!
Posted by Gothryd at 2007-12-05 10:53:42 Voted 10.00 on 12/05/07
I voted 10.0 but is it possible to get one of the bridges to go over a dry river bed terrain? A stone bridge and a ruined bridge? Also how about a covered bridge?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone