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The Beginning

For the past year or so, I’ve been working with the Unreal Engine tool set., and seeing if I could recreate the Neverwinter Nights toolset. UE is a great tool for game design and it has a lot of similar features to the NWN toolset, but it has a few drawbacks.

There’s a bit of a steep learning curve.   UE is used to make modern games with modern graphics, so it takes practice to learn how to make things happen.   There’s a ton of tutorials on their web site, and out on the internet , but be prepared to spend some time fiddling with the thing and figuring out how things work.

Also it doesn’t come with a lot of prepackaged content.  Most of the models, music, and scripts you’ll either have to make yourself, or purchase from their store.  And 3d models, especially the real quality ones can get very pricey.

So I think it IS possible to use UE as a NWN type engine and that’s the project that I’ve started here.  I doubt I can finish the thing all by myself, but I can at least get the ball rolling.

My goals for Neverwinter Unreal are…

Open Source.  All the content should be free and available to anyone who wants it.  You’re welcome to buy your own content from Unreal if you want to use it in your NWN module, but such content should not be redistributed without permission

Simplicty.:  The appeal of the NWN toolset is that one did not have to be a professional game designer in order to make modules.  On the other hand, if you wanted to take the time and make your own scripts and models, you were free to do so.  Your module can be as simple or as complex as you want it.

 

The progress so far

Using the engine and a couple of other free tools I’ve been able to get a few NWN 2 models into UE and they look and act just like the ones in the game.  Right now, I’ve managed to get one of the Gnoll models and a table model converted into UE assets.  

 

 I’ll put those up for download shortly.

 

If you’d like to be a part of this project,  send me a message.  Here’s what you’ll need to get started.

 

Unreal Engine

https://www.unrealengine.com

 

I’m currently using 4.16, the latest release.  If you haven’t used UE before, I’d recommend getting the toolset and just try to make your own mods.  You won’t have much to work with, but there are a few free assets so that you can at least get started.

Blender

https://www.blender.org/

This is what I’ve been using for 3D model editing and importing the NWN models.   Technically, you can use any 3d modeling software, but Blender is the only one I know of with a plugin for NWN files.   

 

Blender MDB plugin

https://neverwintervault.org/project/nwn2/other/tool/blender-mdb-importexport-plugin

You’ll need this plugin to get the NWN models into Blender.

First Release: 
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Vermillion
Well I'm also worked with Unreal Engine for a while. This is the best game engine so far in many aspects and it's very user frienly. And much much easier than crazy NWN2 editor - for example, you can import assets (models,textures etc) just with drag&drop.
 
This is my test convertion of cellar from BGDA into UE4 https://www.youtube.com/watch?time_continue=3&v=LCN6C6ryvyQ
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rjshae

For NWN, I recommend using Neverblender. The Blender MDB scripts are more oriented toward NWN2.

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Semper

why shouldn't it be possible to use unreal engine to create a crpg like nwn? after all there's source code access and only the programmer's skills limit what one can do with this engine. alas i fear that importing static assets will become the least of your problems in your endeavor.

you have to program a system to interpret nwn's external files like 2das, dlgs and tlks. a core rules system, character progression, party and inventory management, custom ai, and a plethora of other things which make a game.

while all this is attainable, i doubt that there's much success. i am still wishing you all the best.

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NicotineCaffeine
NicotineCaffeine's picture

There was also an attempt to remake vampire the masquerade Bloodlines with the unreal engine... I wonder what happened to that too...

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Semper

you talking about project vaulderie? that was an attempt to recreate bloodlines within unity, after reverse engineering valve's source engine appeared to be too complex and prone to issues. it was stopped by activision. now the project owners try to develop a game, heavily inspired by vampires, from scratch.

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NicotineCaffeine
NicotineCaffeine's picture

Typical. Fans can do better than original companies and they do not accept it. Not the first and won't be the last.

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vlowe72

Yeah, I really don't have much hopes for being able to recreate all the content all by myself.  This is just a fun learning project for me, but it might be possible if enough people get interested and we get a group of contributors.  We'll see.

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Tonden Ockay

I really love this idea a lot, I have been wanting a NWN1 open source game with a more up todate game engine, but still be tile based.

I will be keeping an eye project.

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