NWN Explorer
Sunssarathi2029
Member Posts: 32
Is there a working version of nwn explorer for NWN EE.
I suppose not. Can someone give me some directions to NWN Explorer source code (and what program it was written it would be usefull) and to what is needed in order to make resources within Basic nwn files appear as normal?
I suppose not. Can someone give me some directions to NWN Explorer source code (and what program it was written it would be usefull) and to what is needed in order to make resources within Basic nwn files appear as normal?
0
Comments
It looks to be done in C++, and it looks like it's an older version of nwnexplorer.
There is a vault entry suggesting the tool is under active development at Higher Ground, so I stumbled on this, but don't see source: http://dl.hgweb.org/tools/nwnexplorer/
It may be worth reaching out to @FunkySwerve.
I'll post an update if I find something newer.
-Dave
No ETA is mentioned.
-Dave
I found that we can get some resources working by copying original nwn key files to the game folder and then manually setting explorer there. But it is not perfect and i need to find out differences in .KEY Files.
NWN:
chitin
xp1
xp2
xp2patch
xp3
NWN EE:
nwn_base
nwn_base_loc
Attachment is nwn explorer 1.1 (i cant get to options in reborn) and original .KEY files extract to base nwn folder and manually set path to it in explorer to get a little working version.
nwn_base is for everything apart of localization while nwn_base_loc is localization only.
copying .KEY files is buggy as hell, but works.
https://github.com/virusman/nwnexplorer
Feel free to fork or open PRs if you manage to fix it.
https://www.dropbox.com/s/pfgbtu6qpq2pf1r/nwnexplorer-180.zip?dl=0
It doesn't detect the installation path automatically yet but you can specify it manually.
As a bonus, it supports new mdl parameters: materialname and renderhint.
Here is a model compiler build that should support those:
https://www.dropbox.com/s/m3ylfu4yjev7oh8/nwnmdlcomp-new-alpha.zip?dl=0
I haven't tested it myself, though. If you encounter any issues, please let me know.
Thank you for the update, will give this a try this week!
-Dave
I like the new nwnexplorer. The previously available version crashed for me as soon as I went anywhere near the File menu; this is fixed for me (Win10) now. I like the Tools stuff you've added - some neat stuff there.
I don't see much happening when I try run emitters on (for example) a water elemental model, or on a save tileset model with water emitters (for example). Is it implemented? Am I perhaps missing the intent?
Would is be reasonable to extend the number of Recent Files from 4 to 10 in the File menu?
-Dave
OK; the emitters never worked before, so that's good background to know. In any event, I appreciate the update, rebuild and source sharing!
-Dave
I never knew just how much I used Explorer until it no longer worked!
Please note: I've moved my basic game install OUT of \documents...
By convention, asssets are being placed under My Documents because that's how Microsoft asks software to behave in order to be considered "good citizens" under their contemporary Windows.
RE: Your original question, I haven't got NWNexplorer working with NWNEE yet. We're still migrating other assets to a new server before we focus on moving our game server to EE. So, tools aren't holding us back as of yet. Good question though.
-Dave
@shadguy , thank you very much for your response.
But is this true even if I sub-folder it inside a deeper level of data folders? (I am NO computer expert; I try stuff out, and read a lot of stuff on the forums, and try out stuff people who know better than I do say to try out :P )
As in, if Beamdog updates the game, it goes to the FIRST data folder. Yet, all of the stuff in my data\data will still be there... At least that's my hope?
I just really don't want it installed into my documents. Like some here that I read, I too am trying to manicure the size of an SSD that I use for my OS so that background ops work a bit faster. So I'm hoping there is a secure and efficient way to install this game into my D drive (non OS, non SSD).
I've got my game's legacy/v1.69 stuff installed in C:\Games. I have .ini files in My Documents redirecting NWNEE to C:\Games. So maybe you can do something similar to minimize the My Documents footprint of your install.
It feels dumb to me to go through that middle-man, but meh - I have that working and other more interesting fish to fry.
-Dave
-Dave
Do we have another way to open .bif files?
EDIT: Found a copy of Ganymed's BIF Editor that did the trick. ftp://neverwintervault.org/rolovault/projects/nwn1/other/607/
Still would like to have NWN Explorerer working tho. It is behaving very weird. When I click on the Open button and go into the EE data directory, it only shows me some of the .BIF but not all the .BIF files and the .KEY files doesn't show up at all despite the file filter being *.*. Manually typing in nwn_base.key in doesn't help either, it just says file not found.