My Custom Tilesets
A report on my attempt to create new tilesets for Neverwinter Nights

 

Home
Message Boards
NWN Dictionary
E-Mail

Thank You
Downloads
Tips and No-No's
 
Screenshots
bulletMountain Pass
bulletPine Forest
bulletMiscellaneous

 

Links
bulletNW Vault
bulletBioware's Official Site
bulletVelmar's NWN Resources
 
Tools
bulletNWN Viewer
bulletNWN Tileset Duplicator
bulletHakEdit
bulletTextpad
bulletITP Tool
bulletCamera Hak

 

Tips and No-No's

The main purpose of this site is not to show off anything...I don't have anything TO show off.  There are many others out there WAY better than I, and more knowledgeable on the issue.  I am only attempting to put up my experiences in trying to make a new tileset, or retexturing one, in this case.  So, to anyone who might find it useful I am posting some of the things I find out on the way.

 

Renumbering them pesky [TILE] entries

This may be common knowledge to those who use the program regularly, but I found a quick and efficient way of doing this in Textpad.

bullet

Open the Replace tool

bullet

In the "Find what:" box type in...                           \[TILE[0-999]+\]

bullet

In the "Replace with:" box type in...                       \[TILE\i(0,1)\]

bullet

Check the "Regular Expression" box

bullet

Make sure your cursor is above the [TILE0} entry

bullet

Click the "Replace All" button

This will find all the [TILE] entries and replace their preceding numbers in the correct sequence.  Saves a lot of time.  You can replace "TILE" with "GROUP" or "PRIMARY RULE" for those entry types.

NOTE:  This does not match up the door numbers.  You'll have to do that manually.

 

Adding an Alpha to a texture in MAX/Photoshop

First to get an alpha to behave right...

bullet

Create a new image and set the background on the layers panel to %100.

bullet

Create whatever image over the background layer.

bullet

Save as TGA with a 32 bit/pixel setting.

bullet

Modify the MDL Trimesh Properties  on the geometry you wish to put the texture.  At the bottom of the rollout you'll see "Texture Options", check the Alpha box.

bullet

Add the texture to your model.

And that's it!  It won't look right in MAX (it'll be plain old gray with no texture at all), but when you export it, it will look just fine in both the toolset and the game.

 

 

What's New

bulletBrand New:  Canyon tiles
bulletAdded water and stream tiles
bulletRevamped the Screenshot system

Pine Forest
Tile count
:27

Mountain Pass
Version Info

v1
Basic hakpak...door problem known
released 12/3/02

v1.1
Fixed door problem and added doors to the other buildings
released 12/5/02

v1.2
Fixed texture problem with trees.  Retexture on the suspended bridge.
Minimap working.
Included missing walkmesh on one of the water tiles.
Added doors to the tileset exits.
released 12/9/02