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Retexturing a NWN tileset

Overview

In this tutorial I''ll explain how to retexture an existing NWN tileset with custom graphics. The same concept can be used to retexture any model in NWN but I'll present this tutorial in that context. Also, similar techniques can be used replace models. Note the in this tutorial we are replacing the original tileset with our modified tile set. We are not adding a new tileset (although that is a subject of another tutorial).

Note: In the release version of NWN the override folder is used by BioWare for updates and modifications to core game / campaign data. Users should avoid placing their modifications in this folder as its contents may be removed without prior warning as the result of an update, patch or expansion. Upon final release user modifications should exist only in .hak files.

Before you start

Before you start re-texturing tiles in NWN you will need three things:

  1. The NWN Beta toolset
  2. A BIF extractor: try the Bif Unpacker v0.5 by Zoligato
  3. And a graphics editing program like Paint Shop Pro (PSP) or Phototshop. Any editor that can edit TGA file should do.

1) Use the BIF extractor to find the appropriate file(s).

All the Bioware content (models, textures, etc.) is stored in BIF (Bioware Information File) files... kind of like a ZIP file. All the BIF files are stored in the data directory of the toolsets directory (example C:\Program Files\NeverwinterNights\NWToolsetBeta\data).

You can either extract the entire BIF file or if you use Zoligato''s Bif Unpacker v0.4 you can preview the contents BIF file until you find the file you wish to edit. Finding the appropriate graphics can be hard. You may have to extract and edit several until you find the one you want.

The graphics for the tileset textures are located in the bt_tilesets.bif BIF file. The TGA files are the graphics files you should look through. The textures for the rural tile set begin with ttr01, look for ttc01 for the crypt files. If you are editing the rural tileset you may want to start by extracting the following files:


  ttr01_grass02.TGA      - Grass texture for the Rural Tileset.
  ttr01_grassrim01.TGA   - Grass near the edges of streams and cliffs.
  ttr01_roof02.TGA       - House roof texture.

2) Edit the file.

Now just open the TGA file in your editor of choice. Make the appropriate changes (i.e. replace the grass with snow or replace the shingle roof with a tin roof).

3) Place the file in your override directory.

If you havenï't done so already you'll need to create an override directory in the toolset directory (example C:\Program Files\NeverwinterNights\NWToolsetBeta\override). Any files you place in the override directory will override the original files. Please note that in the release version of NWN this will not work.

Now place your edited TGA file(s) in the override directory. Open the toolset and view your modified tileset.

If you don�t get the desired effect perhaps you edited the incorrect texture. Try a different TGA. Good luck and have fun!

Partial list of rural TGA files compiled by Xahlt.

ttr01__ref01.tga environmental reflection map
ttr01_anthill.tga dirt patch underneath anthill and on a grass/water border tile
ttr01_bark01.tga tree bark
ttr01_bark02.tga tree bark
ttr01_barl02.tga barrel texture
ttr01_black0.tga just black
ttr01_branches.tga just black
ttr01_brick01.tga straight red brick tile
ttr01_brick02.tga brick tile with "near ground" alteration
ttr01_bridge02.tga planking texture for bridge
ttr01_chain01.tga singular link of a chain
ttr01_crate01.tga various crate textures
ttr01_crystal01.tga material for crystal group (crystal itself)
ttr01_dirt01.tga dirt for height transition "cliff"
ttr01_dirt04.tga dirty patch on grass tiles
ttr01_dirt05.tga dirty patch for different grass tiles
ttr01_dirt06.tga
ttr01_door01.tga
ttr01_doorway.tga
ttr01_flag01.tga
ttr01_flgstn01.tga flagstone texture on say neutral temple steps
ttr01_flowers01.tga flowers in garden
ttr01_grass02.tga basic grass texture
ttr01_grassrim01.tga edge texture for grass (noticeable over transitions)
ttr01_grate01.tga
ttr01_haybl01.tga hay bale texture 1
ttr01_haybl02.tga hay bale texture 2
ttr01_leaf1.tga leaf texture for natural foliage
ttr01_leaf2.tga leaf texture for natural foliage
ttr01_leaf3.tga lilypond texture for streams
ttr01_logend.tga ringed log end texture
ttr01_material01.tga
ttr01_metaltop.tga
ttr01_net01.tga
ttr01_plaster02.tga
ttr01_plaster04.tga
ttr01_post01.tga
ttr01_post02.tga
ttr01_pumpkin01.tga
ttr01_rail01.tga railing for temple gate
ttr01_rail02.tga railing for top of temple
ttr01_road01.tga road proceeding in one direction
ttr01_road02.tga road trailing off to north
ttr01_road03.tga road cross 4 ways
ttr01_rock01.tga
ttr01_roof02.tga roof shingles
ttr01_rope01.tga
ttr01_runes.tga
ttr01_shad01.tga
ttr01_spear.tga
ttr01_splotch01.tga various patches of dirt on grass textures
ttr01_stone05.tga working block stone with brick on lower surface (tower, etc)
ttr01_stone06.tga stone texture for boulders and pre-placed rocks
ttr01_tomb01.tga
ttr01_tooth01.tga
ttr01_treefol01.tga leaves for a tree foliage "level"
ttr01_treefol02.tga same but with alpha
ttr01_treefol03.tga same different alpha
ttr01_treefol04.tga reddish shrub foliage
ttr01_treewall.tga front "mangled branches" texture for forest tiles
ttr01_trim01.tga ornate trim for housing
ttr01_trim02.tga
ttr01_tusk01.tga
ttr01_wall01.tga main "pebbled stone" wall texture
ttr01_wall02.tga top red flagstone texture for wall
ttr01_watcliff.tga texture of cliff between water and grass
ttr01_water01.tga water, stream and lake
ttr01_wdfence.tga
ttr01_window01.tga broken glass panes for windows
ttr01_wood01.tga
ttr01_wood02.tga
ttr01_wood03.tga