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Everything posted by Oerwinde
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I was using Free Camera for the first few hours and found it much harder to use than any other game I've played with free camera. This was where I complained that it needed an invert axis option. Eventually I got fed up with how hard it was to control the camera in that mode that I switched back to the top down camera. Which is pretty much identical to the NWN1 camera. No problems since.
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Can you name the weapons you create? I never used the crafting system. It baffled me.
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The street texture looks better up close, you only notice the checkerboard effect when you're super high like that and don't see the detailed cobblestones, so in game it will look much nicer. I started working on the hills there so the textures look nicer, smoothing some of it out, I had to sacrifice some of the steepness of the cliffs to make the texture look better, but not too much. Yeah, I haven't added any vegetation and such yet, need to paint in the grass and such. The placeable shrubbery in the game is very limited, you have a choice between holly and ferns and thats it. No bushes or anything. Also I didn't blend the texture between the shore and the grass very well which is why its so abrupt, I need to work on that. I don't know how to add new textures and such, I'm just using the ones that come in the toolset. Also, the part where you said to have a darker texture under water, the light part is actually a reflection of the lighter texture above water. Thats what it looks like under daytime lighting. The other pics were in sunset lighting because it made everything show up better in the pictures. I wish I could set it for like afternoon lighting so I can get some cast shadows. But none of the settings really show off any shadows because its either sunset, so its just soft reflectedlight, sun is directly above, casting shadows directly underneath, or its night. Heres the beginnings of my graveyard. Holy crap is this a lot of work. Adding in all undefinedthose tiny freaking gravestones. If I wanted it to look like a modern graveyard it would be easy, all in nice even rows, but I want it medieval looking so it needs to be unorganized. And making it unorganized and looking good takes a lot of work. Here's an updated shot taken in sunrise light rather than sunset. Looks much different even with just the lighting change. I had already gone and changed the textures on the hill a bit, still looks off but its tough. It will look better once I add some more trees and grass and such. Also everything looks nicer up close. Heres a closeup of the market. I turned on the day/night cycle and tried to get a shot where theres some decent shadows. You can see the cobblestone texture up close. EDIT: Also to putting paths on different levitation - I've only found out how to rotate placeables on the Y axis, so placing them on inclines gives you one corner underground, the other floating in midair. If someone knows how to rotate on x/z it would allow for some nice effects. I originally wanted to place houses on the sides of the street going up the hill towards the castle district, but it doesn't work too well. I had to do some creative placing of the city walls to get them to go over hills.
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This I believe isn't a glitch, but a storytelling problem.
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I guess my JPRG background makes me not care. I'm used to it.
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have you updated your drivers? Mine was sluggish until I did that, now it runs like a dream.
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Can you have them die and play solo that way, by just dragging their unrevived "corpse" around? Or does the game do something to prevent that? <{POST_SNAPBACK}> Most of the time the characters are required for story purposes. Such as one character knows a back way in to a stronghold and will lead you there. Without him, you have no idea where to go. They aren't just randomly forced on you, its mostly just situations where if you wanted to go alone, then you wouldn't get very far.
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Yup. Only its waaaaaaay easier to do than in BG2.
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Well you can open the OC modules in the toolset, so I don't see how you couldn't.
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I'm guessing you're talking about the cliff face with the texture stretching. I don't know how to avoid it while getting the sheer cliff I want. With hills that aren't so steep I can get it to look nicer, but then I lose the steep drop effect. With the grass, its just a paint tool, both for the base texture, and the actual 3d grass tufts. If you want, you can edit the pics with some arrows and text and stuff if you want to show me how to improve some stuff. I went to art school so criticism is welcome.
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I just read the 101 things that are wrong with NWN2 post on the bioboards. Holy crap are they grasping at straws for some of those. I mean kneeling replaces sitting animation which destroys RP in multiplayer? WTF? Out of those 101 things, I'd say maybe 30 were legitimate gripes rather than just opinions stated as fact, 20 of which were multiplayer issues so don't apply to me, and the other 10 could easily be fixed in a patch.
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I can, but I won't
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Yeah, I just have the gates placed on each one. I'll add the walls later. They don't take very long.
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Yeah, I didn't even realize he was a harbourman either. I was going around trying to find out how I could find out what happened to him so I can tell his mother and bam, suddenly the quest is fulfilled and I was like "WTF? When did I find out about him?"
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So I've made some progress. through testing I remembered that you can't actually use all the area you can build in, so I had been working away at this huge map, but could only walk around in about half of it, so I went back and retooled a bunch and organized it. The city will eventually be 3 maps, this is the central city which will contain the east and west gates, the castle district, and the market isle. The north gate slums will be the next part I work on when this is finished being built, then the docks after that. Heres the castle district. The texture work is nearly done, I just need to add some more props to make it more detailed. This is where the city watch is housed, as well as temples to Lumen and Atra, as well as the homes of the nobility. Here is the Spellsword Citadel along with the East Gate Glade. Still a lot of work to go in here. This will be where the city cemetary is. This shot is facing north, the cemetary will be on the south side of the road. Market Isle and temple of Aetas the Father, this is where most of the shops are, as well as a large open air market. Its situated in the mouth of the Reim river. This is the west gate. This is what I'm currently working on. West Gate is the main middle class neighborhood along with the docks district. This shot is facing south towards the docks.
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I believe the animations use some other engine or something. Granny I believe. I read somewhere that someone emailed the people who own Granny and asked about an export plugin so they could do custom animations for NWN2, and they said that while they have no problem with a plugin being created, the responsibility for that would lie with the developers, since it would have to be customized to fit with the NWN2 engine.
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Dear god... he's bitching about the Quickcast menu... It seems like everything he's bitching about for the most part was in NWN1. I for one thought NWN 2 was vastly superior to NWN in almost everything. The only thing I have problems with is framerate and pathfinding. Pathfinding is retarded. I'll click to go somewhere and he runs right into a box and now he can't get around it unless I go backwards. Thats stupid.
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Maybe, but those aren't from Stefan PS: Hunt Through the Dark has 6 episodes, and you say its short? And I had no bugs in it. <{POST_SNAPBACK}> Yeah, 6 45 minute - 1 hour episodes, though the later ones got better. Most of the bugs I had were in the last couple chapters. Like when I save the adventuring party, they talk to me we have a good chat then BAM, they all go agressive. I kill them all, go to the Inn, and they're all sitting at a table, and BAM all go agressive. There were a few broken quests and dialogue trees too. All in all a lot of fun though. And right, I didn't pay attention to the thread description, just the title. My bad. Never played any of Stefan's. Had most of them downloaded, but never got around to playing them.
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"What you mean like headbuttin someone? I already know how to do that." I love Khelgar.
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I don't think I've even used her. Khelgar, Neesha and Eleena (sp? ) ftw! On the gaming front, I'm finally up to I'm really surprised that :ph34r: <{POST_SNAPBACK}> My party of choice was Khelgar, Neeshka, Sand, and Grobnar once you can have 4 companions. Khelgar Neeshka, and Sand when you can only have 3. Everyone says Qara is powerful... but Sand is a way better character.
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So what has everyone been up to in the toolset? When I uninstalled the pre-release toolset to install NWN it deleted all the modules I had made with that.. which I was not happy about by the way... So I took a look at my original world and tried to see if there were any major cities that I could use the whole cliff/lake design on, or cities I haven't even thought about yet, and I found a nice one. So here's the beginning of Hillwater, capital city of Reimar. I don't know why part of the cliff has that big black mark on it. And this is just the view from Merchant's Isle. I've also started on the slums of the Northgate, and the Castle District has most of the buildings placed. Still needs some heavy texture work, and there are pretty much no props placed other than some buildings. With the game out its nice to be able to launch it in the game and walk around, and I'm slowly getting the hang of some of the finer points of the toolset.
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Hey Devs, since Obsidian owns all the Icewind Dale stuff, any chance of adapting the Bard voice set from IWD2 for NWN2 and including it in a future patch? I hated all the voice sets for the original NWN, and the 3 or 4 new ones for NWN2 weren't all that special either.
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I was really disappointed that the Paladin trilogy wasn't completed. It was the best I played. A Hunt Through the Dark was good too, if a little short... and buggy.