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Everything posted by Dark_Ansem
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well, audio is quieter extracted, than in-game, I have to say. perhaps it is rendered in a more efficient way that standard playback?
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+1 to Merry Christmas No Turkey at home, but I hope for something equally tasty :D
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we all are, apparently
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Id like to buy a beer for whoever made the rogue-disengage-thing (as of V1.0. Havent played since so maybe it changed.) I'm almost a teetotaller otherwise I'd have thought of beers for sure
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Another couple findings (for me, at least, I'm pretty sure Bester and Sensuki already know): apparently the game uses at least one huge String file, much like the IE games and NWN. BUT, on the other side, I could not understand if it also uses various, deparate "dlg" files to handle conversations. And if those DLG files possess an autonomous storage of strings (which would be more convenient, also from a modding PoV, than editing a master file). possibly, a tool like TSL Patcher could be required in case of a single master file I am also investigating the textures further. Absolutely no idea on the meshes format, instead.
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I would also like to compliment the graphic artists, as the game looks gorgeous and detailed despite the models being low-poly and the textures not being overly hi-res. It means that both are very high quality by themselves I wonder how the game would handle higher polys/resolution assets...
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I'd like to know, where did you get all the .cs files from?
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good point. I'd still love to have some variety tho, since the detail is there :D
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PoE Suggestions\Question\Wishlist
Dark_Ansem replied to Dark_Ansem's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It's a pity that we cannot customize more our avatar with things such as Eye color and body slide. I was looking forward to it maybe in the future? -
On a secondary account, will wizards be able to customize the look of their Grimoire? I have been digging though the textures, and it's very well-detailed. I know it might be a minor thing, but... Accordingly to both Old Mebbeth and Quell, a Spellbook's appearance is important after all, a ruthless wizard cannot go around with a Hello Kitty spellbook, can he? and a good mage cannot simply go around casting protective spells on others while she herself carries a blackened Tome of Necromancy, can she?
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Emphasis on Creatures
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About maps: AFAIK maps, on the purely graphical compartment, use a Depth of Field, Normal Map and Albedo (Diffuse?) texture: in theory, adding an area as-is should be possible. BUT, in order to make the passes and the effects that were shown in trailers and dev videos (pretty lights, windows lighting up, possibly shadows etc) more advanced tools would be needed, at least to create new ones. copying them from other maps might be possible anyway, but they'd have to be manually adjusted.
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impressive tool, and well done!
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maybe today for some more news about it?
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More info: textures. There are no really big textures, icons are in fact very small. however, there are different types accordingly to WHAT the texture is used for. I am still figuring out the criteria for which is which... I noticed however that the Normal Maps are NOT the RGB format map used, as an example, Dragon Age. a converter will be probably needed, as Photoshop does not keep all changes if switching between channels. Maybe ShaderMap could help, if it worked, Crazybump does not. EDIT: linky! for those that feel experimenting.
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I managed to check the main file, but no other music is there. It seems obsidian has killed it in this release. let's hope for the next, I want to check at least a couple things. I found the VO, but couldn't extract it. it's behind a "Unity3d" extension, different from the "assets". Unity Obfuscator is too old to work. I hope a decompiler is released, or in any case a tool that enables view\extraction\editing.
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A bit more information on the file types, for those interested, Type 128 (fonts) is TTF, which makes me a very happy bunny, in case we want to put in custom fonts. However, when exporting them, they do not work at all. I am betting Unity alters them somewhat. File Type 93 covers all in-game audio effects and BGM, dialogue is still beyond my grasp (possibly in the big resource.assets file that I could not open): all audio is OGG Vorbis 2.0, of variable quality (not constant): bgm is at 44.1 (at least, there is only one track in the files I could open) while SFXs are mostly 48 for abilities and container + ambient (emitter, door) sounds, 44.1 for ambient souns (those that are looped, like chatter or general backgroud), some emitters. Creature sounds are mixed, no known criteria atm. Some effects are very quiet tho, they could use a bit more volume.