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Posts posted by Dark_Ansem
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even if you play with earplugs?
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Music in PoE feels great, and rightly so: it's orchestrated, never-intrusive.
However, I think it could have benefited from greater variety.
For example, boss fights: the very first boss at the first level of the endless path... it could have used something more unique.
Other than that, it does feel a bit generic. very good, but generic.
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OP, maybe the game is less complex, in terms of mechanics.
But, on the other hand, think of this as having more time to master it. and if not, there can be ways to make it more complex.
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Defiance bay area lags a lot. is that normal?
Am I the only one that seems to find the VA a bit delayed to the text? it's not that serious, but a bit distressing.
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they are because the spells are very few, per rest. and their per-encounter abilities are a bit lacking.
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thanks!
Does your asset editor work with Unity 5 as well?
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I also haven't managed to find the OGG files of the BGM.. any idea where they could be?
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No, you can't have both, unfortunately.
I'll vote for Unity 5 then :'(
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Add both.
What I really want for the expansion, imho, is the moving to Unity 5 as that could propel modding forward much more than version 4.
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It should be. I digged around with Bester's tool during the beta, and at least the structure of the voiceset is straightforward enough.
Adding it to the GUI (and separating voices accordingly to sex....) that might be more problematic.
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There's still the problem about male-female portraits being shared right.. as well race potraits together.
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it looks similar to Baldur's gate style...
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snip
I wish I had your optimism
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I think you want the first normal map because the red channel represents the x normal - the second one is actually "inside out".
There is some pretty cool tech for making normal maps from 2D images (like this recent Kickstarter), but I don't know how you would get a height map out of it, which is what you need to have the terrain occlude things. 3D is the way to go, I think.
well, it's a start! thank you!
I tried a 3d rendering program and in fact, it did work better
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I don't think that starting with a 2D image to generate the maps is a good idea; try to use a 3D modeller instead and use the render tools to create the maps.
This is the workflow that Obsidian uses and should bring you much closer to usable results.
As a basis, you could use this to extract high definition 3D assets like trees or cobblestones to create a small 3D landscape:
http://www.turbosquid.com/3d-models/free-max-model-villa-environments-house/648735
Also, you could extract the trees and buildings from Neverwinter Nights 2 if you need more 3D assets to work with.
but no 3d exists of the incredibly unique style of Planescape Torment, I have so much love for it
I thought this was about developing a workflow for writing a tutorial...
If not, then sure, go ahead. I'm just saying you are making this way more complicated than it has to be
You can easily replicate the 2D image with any 3D modeller and get the benefits of being able to render those maps directly. It's just flat ground with rocks after all...
Here's a tutorial on generating normal and displacement maps with Blender, a free 3D modelling tool:
http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal
oh no go ahead I need all the help I can get...
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I don't think that starting with a 2D image to generate the maps is a good idea; try to use a 3D modeller instead and use the render tools to create the maps.
This is the workflow that Obsidian uses and should bring you much closer to usable results.
As a basis, you could use this to extract high definition 3D assets like trees or cobblestones to create a small 3D landscape:
http://www.turbosquid.com/3d-models/free-max-model-villa-environments-house/648735
Also, you could extract the trees and buildings from Neverwinter Nights 2 if you need more 3D assets to work with.
but no 3d exists of the incredibly unique style of Planescape Torment, I have so much love for it
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First one seems like it has more detail to work with down the line.
I can try to get more detail into it, but the problem is that it becomes much more "grainy"
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it is indeed great!
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the normal is all right, Fish. Depth of field may be incorrect, but I'll get to that.
I checked with Bester's invaluable 3d asset explorer, and the image is still flat, but with 3d coordinates.
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Warning: Image heavy.
So, I refuse to give up on this point, and I've decided to do at least the basic steps in creating a new area.
This is the base area, from Planescape Torment - Baator.
This is my first attempt at the Normal Map
These ones are attempts at the displacement mapOpinions? I can't quite decide between the first and second Normal Map...
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any chance we'll see the big dragon of the last screenshot takeoff and fly?
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as long as we can mod a higher level + multiclassing or equivalent in terms of versatility...
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I don't know what our plans are going forward but, I do know we are shipping with the version of Unity we are currently using (4.6).
Just for some insight, last time we upgraded Unity, Dyrford Crossing mouse collision handling broke on a lot of little plant containers (as is with beta version 435). It took us a few weeks to diagnose the problem and find a solution. But that's the kind of unknown mystery that can crop up from upgrading and why it would be dangerous as of right now to do so.
I agree with Sensuki. Could you consider this for the expansion?
Shadows Heretic Kingdoms is considering it for Ogre3D, I'm actually also helping
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If legal issues are the reason we won't get certain tools, there is always certain "unofficial" ways of getting tools to the masses.
Yes, by all means, let's continue the myth that devs are a-okay with piracy.
[An incredibly well constructed and proved point. I wish I had the time to do so.]
Such an incredible effort just to prove me wrong.
... he proved you wrong. He gave you the proof you wanted. Holy ****.
To say nothing of the fact that you guys hate publishers until you want them.
Ignoring the fact that your first statement doesn't make any sense, it's not like there is NO reason to be very dissatisfied with publishers: The Sith Lords. does the name tell you anything?
Unity 5.0 release & it's exhaustive feature set
in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
Posted
I still think there should be greater consideration for shifting to Unity 5 for the expansion. been fiddling with it myself and it does seem a very complete engine, for free.