Aller au contenu

Photo

Where can I find technical developer specification?


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
Alias Radeon

Alias Radeon
  • Members
  • 1 messages
Hi everyone.
I wanna begin working on a "old classic rpg" remake... codename "mecha ******" :wub:
Anyway, what I need is fine the technical specification about NWN2 and it's toolset:

-texture supported format (and supported compression algorithms, color-depth etc.);
-3d model format and limitation;
-any possible shader limitation;
-audio file specification (format, bitrate, KHz);

and other informations like that.

For example: ok DDS format is supported, but what about compression format? color depth? what option can I choose from the photoshop conversion tool?

That 'cuase I DON'T have time to try "what's OK and what's BAD".

Regards


edit: something more specifical then nwn2.wikia.com/wiki/File_formats ?

Modifié par Alias Radeon, 13 juin 2011 - 02:34 .


#2
c i p h e r

c i p h e r
  • Members
  • 261 messages
That doesn't really exist as far as I know. Atari/OE was not as diligent as Bioware in compiling specifications. You will have to sift through tutorials and forum posts to piece together what you need.

#3
kamal_

kamal_
  • Members
  • 5 260 messages
join irc and ask peachykeen about shaders. He knows more about them than anyone, and he's rewriting nwn2 shaders like he did for Morrowind (he's the author of a popular shader mod for that).

#4
SkywingvL

SkywingvL
  • Members
  • 351 messages
I've got a library that understands most of the data file formats (including the model format (MDB)) here: http://social.biowar...9/index/3116521

The MDB format is covered on the Wikia site fairly well now; I filled in some inaccuracies some time ago there.

#5
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Modeling info is on www.rwscreations.com

Hellfire who runs it is the best expert on how to do models for NWN2, and has skeleton rigs for CAT5 and exporters for 3dsmax8. The biggest issue is that version is what the devs used and will give you the most options, but other 3d apps are capable of doing things.

Most file formats are known and documented, with community developed libraries to let you manipulate them in C, perl and other languages. Interface is in XML, and moddable. Obsidian did not re-document things which are the same as what bioware did, and released far more detailed information for us than bioware ever did. Generally the same tools work in NWN1 and NWN2 with only minor changes ( like 2da's in nwn2 support tabs, and data files are in zips and not bif files. )

Sound is wav files and bmu files, bmu's are mp3 files with the compression removed to avoid patent issues. There is a tool to do this somewhere. Not sure with more specifics than that.

The big issue is some things are still engine ( like combat and the combat round ). Using NWNx ( see www.nwnx.org ), the client extension, and what we know even even these things are things you can get around.

The folks who know all this are in IRC, with actual people involved in the last patch of NWN1 - NWN2 - modelers, scripters, area builders, and even people adding shaders, replacing parts of the engine, or other things in other games you need the developers to do for you.

Modifié par painofdungeoneternal, 16 juin 2011 - 05:10 .