You are here

Unreal Neverwinter - Creating the Kobold

So I've started imported some of the static meshes.  They require some tweaking to get them to look right in UE.  NWN 2 models use a Direct Draw Surface (DDS) format for their textures, which is a format I'd never heard of, until now.  Luckily Microsoft Visual Studio can convert DDS files into JPEG files, which Unreal can understand.
 
This week I've been working on a cave area.  I got a cave entrance,  a bone pile and a Kobold mesh.  I've also got a mushroom from NWN 1.  I wasn't sure if the NWN 1 objects would look right alongside the more detailed meshes,  but with some smoothing, at least the mushroom looks allright.
Also started on some of the scripting.  Unreal's version of a NWN script are called Blueprints and I've tried to match them as close as I can to to the NWN scripts.  Right now, the kobold has an idle animation, a OnHeartBeat and a OnPhysicallyAttacked script.  If the kobold takes damage, he moves toward the attacking player.  There's no movement animation, so he just sort of slides along like a chess piece for now.
 
The Unreal Assets I've created can be downloaded here.
First Release: 
  • up
    50%
  • down
    50%
Symphony

Most of NWN's textures are DDS files as well, but they are not the industry standard DDS files that I think are used in NWN2 up into present. (That format has had a great lifespan.)

 

You are working with some really cool stuff, but since nearly no one else in this forum has gone in this kind of direction, you should definitely snip some screenshots to give people a quick glimpse at what you are doing.

  • up
    100%
  • down
    0%
merricksdad
merricksdad's picture

I'm really interested in seeing some of this in action. If the Unreal engine can do what we need, then I see no point in [not] creating the basics of the NWN engine in Unreal, and then some of us can make auto-convert scripts to process all NWN files over to unreal content, and to automatically reformat scripts.

  • up
    50%
  • down
    50%