
Versus Books Official Neverwinter Nights World Builder's Perfect Guide

Dungeons & Dragons 3rd Edition Player's Handbook

Dungeons and Dragons 3rd Edition Dungeon Master's Guide
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 re-texturing tiles in NWN you will need three things:
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.
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).
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!
| 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 |