Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Enhanced Hall of Justice
   
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641.931 MB
Aug 2, 2018 @ 3:32pm
1 Change Note ( view )

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Enhanced Hall of Justice

Description
This download is an area to show off new engine features available to community content creators.

This is a small collection of overrides for the Hall of Justice created by an environmental artist at Beamdog.com to showcase what is made possible by improvements opened up to the modding community in Neverwinter Nights: Enhanced Edition.

This Module:
  • Illustrates new Neverwinter Nights: Enhanced Edition graphical features:
    • Pixel Shaders
    • Full Screen Filters
    • Improved Lighting with per-pixel Normal and Specular maps

  • Gives modders examples of what upgrades and features they can add to their worlds
  • Shows a glimpse of the future of Neverwinter Nights: Enhanced Edition.
  • Pick it apart to create your own content!
  • This is a stable version of an enhanced feature we are working towards.
Subscribe and find your way to the Hall of Justice to explore new possibilities for tileset creation. This is an in-development area that the team has been using to experiment with new rendering functionality.

When you enter the the Hall of Justice, equip your torch and see how the area looks with dynamic light.

Tile Model Enhancements
The new tiles take advantage of a new normal mapped and specular mapped render path that will be available for new NWN content. This functionality calculates dynamic lighting per-pixel, rather than per-vertex, and uses normal mapping to modulate the effect of each light. In addition to dynamic lighting, we use the normal map in conjunction with any existing static lighting by using the average direction total static lighting contribution, which allows us to approximate the normal mapping component of static lighting.

To enable the new functionality, the content must specify normal and texture maps in the model file (in the texture1 and texture2 fields respectively), as well as specify a render hint, which tells the engine what render path to take. The following shows an example of how this would be done:

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 texture0 myDecal texture1 myNormalMap texture2 mySpecMap renderhint NormalAndSpecMapped Diffuse 1.0 1.0 1.0 1.0 ...
Popular Discussions View All (1)
0
Oct 12, 2018 @ 7:34am
Does this update the meshes or is it just pixel shader stuff?
ziplock9000
16 Comments
MINOS Jan 28 @ 8:45pm 
I cant get this one to work - no matter which Version of this on the Vault also...
Killsan Feb 3, 2022 @ 3:26am 
If the texture models load but they load weird, what do I have to do?
Flipse Sep 9, 2021 @ 4:53pm 
@Nicko about as good chance that they will actualy deliver on the multitude of things they promised in the past; so cant say the odds are great.
Xanderon Jun 20, 2020 @ 1:45am 
when i install it the bottom of the screen is like a waved? it's mostly seen when walking and idk if i need to turn any graphical option off/on for it to work properly?
N1ck0 May 11, 2020 @ 5:31pm 
Any chances for the entire game to be like that in the future?
adamlink747 Oct 26, 2019 @ 6:11pm 
Beamdog just seems like a lazy developer to me making quick cash grabs. Wish another company would have gotten the opportunity to do things right and actually enhance the game.
jimdad May 23, 2019 @ 9:13am 
Ok, I've subscribed but now what? I'm not seeing any extra files in my Override folder, I'm not seeing an Enhanced HOJ in my choices if I go to new module in the game. How do I visit the Hall? do I open the original campaign and just go there? If so, where are these extra files stored?
Julius Borisov  [developer] Mar 22, 2019 @ 5:34am 
The plan is to provide improved models after the new renderer has been tested and is working normally.
Name Mar 21, 2019 @ 11:53pm 
CarlinFan: Well said. Great that this is possible. So... how 'bout they actually do it. If the community is expected to do the enhancing, why pay Beamdog for it.