Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

This item is incompatible with Neverwinter Nights: Enhanced Edition. Please see the instructions page for reasons why this item might not work within Neverwinter Nights: Enhanced Edition.
106 ratings
Enhanced Player Showcase
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
44.351 MB
2 Aug, 2018 @ 3:33pm
1 Change Note ( view )

Subscribe to download
Enhanced Player Showcase

Description
This is a small collection of overrides for the Generic Male Character with Studded leather Armor created by an artist at Beamdog.com to showcase what is made possible by improvements opened up to the modding community in Neverwinter Nights: Enhanced Edition.

Will continue to add to this Workshop file.

This new character model takes advantage of the new material system that is available for use in NWN:EE to enable us to use the color scheme, which previously made use of PLT textures, to properly color a character model. By using this material system, we are able to use custom shaders that sample from various mask textures and a color palette in order to determine the correct coloring of a surface. The custom shaders are variants of our normal and specular mapping solution.

The material system mentioned above allows content creators to specify a material file for each mesh from inside a model file. A material file allows a user to specify, for the mesh to which it is associated, the vertex and pixel shaders to use, the textures to bind (up to fifteen of them), and any shader parameters that should be set. An example of how to specify a material file (which will have a suffix “.mtr”) from a model file is as follows:


node trimesh MyTrimesh parent MyParent position 0.0 0.0 0.0 orientation 0.0 0.0 0.0 0.0 render 1 Shadow 1 materialname MyNewMaterial Diffuse 1.0 1.0 1.0 1.0 ...


A sample material file, showing all of the currently supported features, might look like the following:

// Specifies the custom vertex and fragment shaders to use. These will override // the standard shading path for any geometry using this material. customshadervs myVertexShader customshaderfs myFragmentShader // Shader parameters. Floats can have up to four elements, ints only have one. // They are matched by name to shader uniforms in the custom shaders. parameter float vDiffuseColor 1.0 0.5 0.2 1.0 parameter float fExponent 2.5 parameter int nNumPasses 3 // Textures: we can specify up to fifteen of these, named textureN where N is in // the range [0,14], that will be bound to the fragment shader’s corresponding // texUnitN sampler uniforms. texture0 myDecalMap texture1 myNormalMap texture2 mySpecularMap texture3 myColorPalette
26 Comments
ℛ𝓎𝓋𝓁 ℛ𝑒𝓃 13 Oct, 2022 @ 12:15pm 
Update status?
Metam0q 6 Jun, 2021 @ 6:36pm 
when can we expect an update fellas?
Julius Borisov  [developer] 12 Feb, 2021 @ 12:06pm 
Yep, Nick, we released a huge, huge graphical update in 2020 and now are working on updating these Workshop submissions.
Nick Bluetooth 12 Feb, 2021 @ 11:41am 
Their own submission is incompatible!?
zenemix 28 Jun, 2020 @ 9:42am 
This is still crashing for me. Is there a fix other than not choosing human as the race of your character?
COMPUTER MAN[[[[[[[]]]]]]]]]]]] 26 Jun, 2020 @ 3:53pm 
1st off. this looks awesome! I love you guys over at beamdog for keeping this gem of a game alive after 20 years.

that said, please forgive my noobishness but how does this work exactly? does this only work for studded leather armor?
Julius Borisov  [developer] 22 Jun, 2020 @ 5:29am 
Xanderon 20 Jun, 2020 @ 9:15am 
crashes the game
Berserker 18 Jun, 2020 @ 9:53am 
This still crashes the game
我练功发自真心 28 Apr, 2020 @ 6:58am 
订阅以后游戏创建男性角色闪退