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Enhanced Edition v74.8159 NOW LIVE!

NWN News's picture
Author: 
Beamdog

Neverwinter Nights: Enhanced Edition - Head Start players have a new update! v74.8159 is available for download through the Beamdog Client.

Patch Notes available HERE!

Migrate Wizard: 
First Release: 
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Tarot Redhand

OK, anyone want to explain in plain English, just what the beep the last 2 items in the features section of the patch notes actually means.

TR

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Symmetric

Both are new (optional) data in mdl files. What the data are used for is up to the shader to decide.

1. Vertex colors:

Basically each vertex in the model can have it's own color. Its most direct use would be to color a mesh without having to use textures. That's common in CAD, but in computer games where we have mostly textured meshes it's not that useful.

Think of it not as color, but instead more like a channel in an image. It can be used as a color, but also as alpha... or anything you want really. For example a custom shader could intepret it as a displacement map or use it for some kind of animation.

2. More tverts (tvert1,tver2,tvert3)

It's simply means three additional uv maps per mesh. Again, the shader decides what to do with them or wheter to use them at all. Maybe use different uvmaps for day/night or summer/winter. I don't know, probably bad examples, can't think of anything better right now.

Here too one can think of it like channels in an image but for uv maps.

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Tarot Redhand

Thanks for that. Did I miss something here -

  1. I didn't realise that you could have custom shaders. Should I be thinking along the lines of 8bf filters here or am I missing the point?
  2. I always thought that tverts were for uvmaps, so thanks for that confirmation. So can you have up to three custom shaders to a node then or have I missed the point again?

TR

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Symmetric

1. It's a bit more complex, a shader is a program or script that runs on the GPU and manipulates vertices or pixels among other things. In the EE you can now write you own ones and specify them in a txi file. There are different kinds of shaders and they do different things, depending on when/where they are executed in the rendering pipeline.  Sherincall made a tutorial about NWN:EE shaders that explains it better.

2. Shaders are specified in the txi file, so they are per bitmap entry. The tutorial explains it in more detail.

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Tarot Redhand

Thanks. That tutorial looks like it could well be useful.

TR

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Black Rider

@Symmetric: Thanks for all the explanations! And that is a great link. It's going to be very intresting, what people will come up with.

https://github.com/mtijanic/nwnee-shader-tutorials/blob/master/tut/frame...

This showing some weird effects, I do like the pixel-NWN very much! Very retro! :D

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