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Everything posted by Dark_Ansem
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Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It wouldn't be possible because there are no props. The maps in Eternity are all flat 2d images. Every map was made is just a picture... there is no map editor, no texture importer, no props. If someone makes an eternity map they have to make the whole thing by hand, then by hand, do the entire navmesh based on the image. Can someone make a map image. Sure. But if it isn't up the graphical standard of what is already in game and does not match that "look" it will stand out like a sore thumb. And again, good luck setting up the mesh, creating all the triggers, linking the areas, making the encounters, etc etc. It would be a monumental task. But a worth it, if we can split the workload. I can do normal map, specular masks and ambient occlusion. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't really agree with this. From what we know, there's definitely 5 maps for each background (and one optional I just assume is there, even though I haven't found any information on that yet): - The basic texture layer; a bitmap, containing all the classic background information - the depth map, containing height information of the background (so that occlusion appears properly) - the normal map, containing facing information of the background (so that they get lit properly) - the lighting map, containing areas that emit light and will not get covered by shadows (this one is probably greyscale but might have colored information) - the pathing map, containing gameplay data on where characters can walk (this one is probably binary) - a specular map, which contains information about the surface type of materials (reflective surfaces like metal, non-reflectives like wood) From these 5 maps, the first 3 can be rendered directly from a 3D landscape in any modelling software like 3dsmax, Gmax or blender (of which two of them are free!), given the crucial information on viewing angle, ambient light coordinates and camera distance. The lighting map can basicly be hand-painted from the original texture bitmap; just color everything that doesn't emit lights black and open windows white. The pathing map is even easier: just take the bitmap and color everything walkable white, everything non-walkable black. This is, if the pathing is binary, but I don't see a reason why it should not. A specular map (if it's even there ... still not sure on that) is more or less only about defining reflective surfaces. Just color metal faces in the reflective color and use the diffuse color on all other surfaces and you're done. While it's possible to make this very sophisticated, a simple two-color scheme is already enough visual fidelity for most applications. I don't see how this should be a huge problem. It all boils down to getting a renderer that allows to create the normal and depth maps from a 3D scene. The reason why almost nobody made custom maps for the IE games is that when 3D modelling became accessable for amateurs (and commercial hardware became strong enough to support millions of polys in a scene) the IE modding scene has shrunk to just a handful of people. I'm really really trying hard to this. I am trying to get at least the normal map, the specularity map and possibly the occlusion map done properly. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Such an incredible effort just to prove me wrong. I have to say, I like the comments of the other users more, trying to be constructive rather than destructive. Your last phrase especially shows just how terrible this kind of attitude is. I did contribute to the map-making discussion. It was difficult, but not impossible. and the layers are supposed to be 4. You've proved your point, anyway. Guess that being overly optimistic - I did miss the last interview, anyway. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you feel that a polite, profanity-free and hearthfelt OP is venom, you need to sort out your priorities. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Citation needed. For me the big selling point was the promise of an old-school RPG made by Obsidian in the vein of the Infinity Engine games - and that PoE turned out to be, so currently I am pretty happy with the direction. I'm not unhappy either, as an overall evaluation. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is for this kind of game. Publisher providing money is standard protocol (see, again, the Mandate, Starpoint Gemini 2, Shadows Heretic Kingdoms, Homeworld Remasterd....): if they did differently here, I'm not obligated to know it. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm pretty sure I read it inside updates and in official posts here on the forums. Besides, this is an old-school game. Not like Inquisition, emphasis on dynamic combat and flashy things! -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Many games are mediocre at best. I'll find the source, I don't have time now but I will. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think you're seeing what you want to see. I am aware of that, I even did some datamining myself. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Modding however was a big selling point. -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A publisher is supposed to give them a monetary boost! -
Seriously, Obsidian?
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They got a publisher now, nothing can be spared for mods? -
The more I read this post the more upset I become. In short, what Obsidian says is "we won't do ANYTHING to promote mod support, we're simply leaving it there", with the most ridiculous excuse that exists: the engine is hard. Just look at this post here: http://www.vg247.com/2015/02/24/pillars-of-eternity-mod-support-kind-of-hard-but-happening-anyway/ the Mandate (which appears to be an amazing game, of which I am a backer - I was too late for Eternity and ended up being only a pre-order and beta-tester) will feature full modding tools and solutions / middleware software should be available for things one cannot give direct access to. Ways to promote mod support exist. If you don't want to, it's another matter. I suppose I should be happy it's not ruled out by default...
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The exterior looks very amazing!
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The PE IE Mod Thread - Draggable UI Now Available!
Dark_Ansem replied to Sensuki's topic in Backer Beta Discussion
perhaps perfect sound sync could be made by adding silence to the sfx? or there are other methods? -
Betabackers: Are racial bonuses important?
Dark_Ansem replied to Kid Presentable's topic in Backer Beta Discussion
No it isn't. They wanted the different races to play differently; people's game design choices are rarely made with sociological concepts in mind. Those things often affect the plot, but not mechanics. That's my opinion on that. I know you said you wouldn't talk anymore about this on the thread, but I can't help responding to it. D&D had them too, and they were amazing! -
me too, depending on what they detail
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Betabackers: Are racial bonuses important?
Dark_Ansem replied to Kid Presentable's topic in Backer Beta Discussion
they're mostly irrelevant, possibly due to the lack of significant bonuses +LA\ECL... -
If I were to request something, I'd love to get customized eye color...