As one of the first steps toward cataloging the assets available, and because I have more than once (many many times) spent long minutes looking for the most up to date and highest quality model, texture or sound effect, I'm posting here divided by filetype, the Bioware standard NwN1 assets.
These archives were compiled sequentially, from the OC, SoU, HotU, the HotU patch and the 1.69 patch. Then the highest resolution textures from the texture packs was stirred in.
In other words, these assets are the assets loaded by a complete install with the latest patch.
I've created catalogs of the standard maps:
The assets are (number of assets):
Updates:
Uploading TGAs now. WAVs when I can.
Please note that the DDS versions are almost always the higher res/quality versions of files with the same name.
The scripts and 2da files alone are invaluable, not to mention the rest. It's so easy to make mistakes, so a definitive source is great.
Unfortunately I can't read these dds files. I'll just have to wait for the tga archive to show up then. Or play with NWNexplorer myself, but I guess I'll be patient. Thanks for this!
Might take a while to upload them, 4760 :-/
Tried at *$ but time ran out, tried through my mobile but timed out twice.
We'll get them up there eventually, though :-P
No problem Rolo, I only needed two textures immediately, so I opened NWNexplorer and grabbed them.
Problem with tga: I can't open them (with XnView). However, after exporting the same from NWNExplorer 1.6 it's fine. Too bad I can't use the package you prepared for the texture, but thanks again for the others.
That is more than odd, since they were extracted with NWExplorer Reborn in the first place.
Let me download the archive and see if I've corrupted it somehow... :-(
Hmmm, i've re-downloaded the TGAs and I can view/edit them fine in gimp.
I don't use XnView, so I don't know why it's having a problem, especially if it can read them after exporting.
Is anyone else having a problem with any of these archives?
I retested, and both the tga and dds in the archive are unknown...
I then decided to export them myself, and found that the "export" option is not the way to go: using the "export as tga" (even if already tga!!!) works on the other hand.
I've downloaded XnView...
I'll see if I can figure a way to batch-convert them so they work with XnView...
There's no way I'm hand exporting twelve thousand textures ;-P
There's no way I'm hand exporting twelve thousand textures ;-P
Sure, I wouldn't either!
However, I thought it could be interesting to know that even tga files need to be exported as tga from NWNexplorer to be useable (I downloaded the Gimp, I'll check if it can handle the tga from the pack directly and post my findings).
Great work, saves so much time :)
btw, there is very little desire in*.ncs (compiled scripts) files, I have no idea why would anyone needed this
and there is definitely no desire in *.ndb (debug information from compile scripts) files - they shouldn't be in core game files at all and might cause great confusion when using script debugger (I ran to this issue myself)
Awesome work on this, thank you for taking the time to do it! I was just in need of all bioware NSS files too.
The bioware_dds_2_tga.7z file has been invaluable for me. Thanks for making this available!
So people know:
1) The PLT files included in this pack are not all standard install PLT's. Somehow, the lipstick/eyecolor Tattoo 1/2 Head PLT's ended up in here.
2) LTR files are "Letter-combo probability info for name generation"
3) The two GFF files are misc gff format files "not deserving of their own extension", but are used to 1) Create Voiceset hotkeys 2) Assign spoken text to those hotkey executions.
4) The GUI files are also GFF format data, which build GUI elements inside the game, like barter windows, spellbooks, examine windows. They accomplish this with tlk referencing captions, gui mdl files, and child-parent relationships like those seen in mdl files.
5) The INI files look like initial settings for toolset functions, like creating a creature with a race that comes with racial feats, creature templates (lich/paragon), and areag.ini, which has default settings for lights/music/sound/scripts for new areas depending on tileset choice.
Since these are plain text files, careful editing and overriding of these files can save some builders a lot of time!
6) TXI files are somewhat documented on the vault. The most information I've seen about them is in the DLA guides. They have eXtended Texture Information, regarding handling of procedurally generated textures, "shiny water" bumpmapping, which I haven't heard of anyone getting to work, and mipmap/downsample/filtering treatments.
7) Those looking to use these DDS files for NWN2 and other games will have problems because of the large differences between NWN1 DDS files and the industry standards that popped up after its release.
8) Some of these TGA's won't preview for me either, but do load in GIMP, and I believe that is because Bioware encoded a lot of their TGA files from top-left of image, rather than bottom left. I believe it is because of this write/draw order that people often end up with DDS textures that are upside-down, as, the DDS encoder Bioware has distributed also seems to write/read from top left of DDS image.
Re. the upside down tga/dds problem. Get the little utility TGA Flipper. I use it all the time but not for its intended purpose. I run my images through it twice because it has the welcome side-effect of stripping a number of nasties out of TGA files including (but not limited to) the dreaded RLE compression that NwN really doesn't like. So it is possible that it can make those files that only show in image editing software for you, visible elsewhere.
TR
I'm on a Mac, unfortunately, so I can't use all of your wonderful tools. (The ones you use and the ones you make. Sad.)
Gimp is fairly capable when it comes to TGA exports, however, and can both disable Run-Length Encoding compression and it also allows you to choose top left or bottom left file format.
Unfortunately I still can't make my own DDS files, despite going down to the binary for them, and I have to dial into a friend's computer. If anyone wants to write a plugin for ImageMagick or Crunch or something for NWN1 DDS, I can tell you exactly what you need to do with the data to write the file. I think a plugin would be really nice, since the Bioware DDS tool doesn't let you choose any options. (like, disabling wrap-blur for downsampling, or disabling mipmapping, or even yflipping on compression)
Also, since I think I've seen you say it before, TR, to dispel the myth, compressing TGA's extracted from DDS into DDS again should not be a lossy process. Once the colors are indexed per 4x4 block, you've changed the colors into something the DDS format will no longer degrade. This would be true of any TGA's that are derived from DDS.
Nope not me guv. I didn't even know that myth existed. What I have said is that I have had to use TGA in certain cases in the past. What I found was that when TGA was converted to dds, a single pixel wide stripe of one shade of blue on a background of a different shade of blue, that the thin line became smeared into several pixels wide. Given that 7zip does such a good job of compressing TGAs in hak files, I no longer even bother with dds these days.
TR
This post would have saved me a lot of digging had I found it earlier. Better late than never. Thanks for this Rolo Kipp
GJ
10 stars