Llyranor Posted October 3, 2006 Posted October 3, 2006 (edited) I've just been making fat people so far. Heightmaps and scaling is awesome. Edited October 3, 2006 by Llyranor (Approved by Fio, so feel free to use it)
Nick_i_am Posted October 3, 2006 Posted October 3, 2006 Mine crashes on startup (Approved by Fio, so feel free to use it)
metadigital Posted October 3, 2006 Posted October 3, 2006 I've just been making fat people so far. Heightmaps and scaling is awesome. <{POST_SNAPBACK}> Fat elves? OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Volourn Posted October 3, 2006 Posted October 3, 2006 Does any genius here know why it says 'insert disc 1'? LOL DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.
kirottu Posted October 3, 2006 Posted October 3, 2006 Does any genius here know why it says 'insert disc 1'? LOL <{POST_SNAPBACK}> NWN 2 is Volournproof. This post is not to be enjoyed, discussed, or referenced on company time.
SadExchange Posted October 3, 2006 Posted October 3, 2006 Can someone tell me how to locate the folder with all of the documentation to learn about making a module?
legion Posted October 3, 2006 Posted October 3, 2006 (edited) Hmmm, there seems to be some spastic Vista compatibility issues going on with the toolset; or rather, Vista's aeroglass theme / toolset issues. With all of Vista's new ui visual effects enabled, the toolset goes into a confused loop whenever an expandable menu is selected, and a trio of new processes show up on the task bar. Hovering the mouse over the task bar entries for the new windows seems to indicate that they're separate tasks for the menu's shadow. Very strange. Thankfully, turning off Vista's ui visual effects fixes the problem. It's not an ideal solution, mind you, but I've been too busy screwing around with the toolset to pin down exactly which visual effect is to blame (although I suspect drop shadows are the main culprit). Once I figure it out though, I don't imagine I'll have to turn off aeroglass completely; just the offending visual effects. So, if any other Vista users are having similar compatibility problems, toggling between themes (Vista and Classic) is a decent temporary solution. Then once the problematic visual effects are pinned down, toggling just those effects on and off. Edit: It seems "enable desktop composition" is to blame, which is kind of a shame, since I'd rather just lose menu shadows than the grouping of features under the desktop composition umbrella. Oh well. It's still better to only have to toggle a single feature rather than losing the Vista theme entirely. Edited October 3, 2006 by legion
legion Posted October 3, 2006 Posted October 3, 2006 Can someone tell me how to locate the folder with all of the documentation to learn about making a module? <{POST_SNAPBACK}> Just browse to the folder you installed the toolset to (by default, it's "C:\Program Files\Atari\Neverwinter Nights 2 Presale-Toolset\"), then open the "Documentation" folder. You'll find the tutorial docs in there.
SadExchange Posted October 3, 2006 Posted October 3, 2006 Why does the toolset seem so dark, is there any way to brighten it like the pictures in the docs tutorial?
Volourn Posted October 3, 2006 Posted October 3, 2006 "NWN 2 is Volournproof DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.
Pidesco Posted October 3, 2006 Posted October 3, 2006 Does any genius here know why it says 'insert disc 1'? LOL You actually got the full game, and that's the first quest. You must find the magical disc 1 of power. :)" "My hovercraft is full of eels!" - Hungarian touristI am Dan Quayle of the Romans.I want to tattoo a map of the Netherlands on my nether lands.Heja Sverige!!Everyone should cuffawkle more.The wrench is your friend.
mkreku Posted October 3, 2006 Posted October 3, 2006 Does any genius here know why it says 'insert disc 1'? LOL <{POST_SNAPBACK}> It sounds to me like you're missing a file. That's one of the "default" error message you usually get when unpacking something and the unpacker/installer can't find one of the files. Swedes, go to: Spel2, for the latest game reviews in swedish!
Volourn Posted October 3, 2006 Posted October 3, 2006 HAHAH! And, i thought autorun would work. LOLLERZ Such a newb. Anyways, I got it running though it seems to crash probably because my video card isn't 'good enough' 'til later this week. At least it runs now... DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.
Dark_Raven Posted October 3, 2006 Posted October 3, 2006 Can someone tell me how to locate the folder with all of the documentation to learn about making a module? <{POST_SNAPBACK}> The BioBoards are your friend. I think. Hades was the life of the party. RIP You'll be missed.
Oerwinde Posted October 4, 2006 Posted October 4, 2006 Well, here's what I have right now. I'll probably just keep building on this every time I try to learn something new. It will be my tutorial module. Hillwater Village. I have the main town center's layout mostly done. Need to add the surrounding farmland and the houses along the river. The toolset is pretty powerful, if a little user unfriendly. For instance... the undo function doesn't work for: Terrain deformation, item placement, terrain texturing... pretty much anything you would actually want the undo function for. Also, for some reason I have a big square in the middle of my map where it won't let me paint textures. It did, but now it won't, as you can see by that big light square at the top of the hill there. The area between the balls and the butt is a hotbed of terrorist activity.
Diamond Posted October 4, 2006 Posted October 4, 2006 (edited) The trees look exactly the same. Is there a way to change the random seed? typos Edited October 4, 2006 by Diamond
Oerwinde Posted October 4, 2006 Posted October 4, 2006 (edited) The trees look exactly the same. Is there a way to change the random seed? typos <{POST_SNAPBACK}> I did. It doesn't change much. The documentation also said to try to limit your unique trees. I probably took that a little too far though. It still a major work in progress though. Edited October 4, 2006 by Oerwinde The area between the balls and the butt is a hotbed of terrorist activity.
mkreku Posted October 4, 2006 Posted October 4, 2006 Looks very cool so far, Oerwinde. Even though those villagers sure chose to build their village in an odd place. The hill is so steep that when you go out at night to take a leak, the odds are you'll plummet to your death. Swedes, go to: Spel2, for the latest game reviews in swedish!
Tigranes Posted October 4, 2006 Posted October 4, 2006 Or if they succeed, it'll go directly into the lake.. Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
Oerwinde Posted October 4, 2006 Posted October 4, 2006 theres a rural_outhouse on the top of the hill. The area between the balls and the butt is a hotbed of terrorist activity.
CoM_Solaufein Posted October 4, 2006 Posted October 4, 2006 Well, here's what I have right now. I'll probably just keep building on this every time I try to learn something new. It will be my tutorial module. Hillwater Village. I have the main town center's layout mostly done. Need to add the surrounding farmland and the houses along the river. The toolset is pretty powerful, if a little user unfriendly. For instance... the undo function doesn't work for: Terrain deformation, item placement, terrain texturing... pretty much anything you would actually want the undo function for. Also, for some reason I have a big square in the middle of my map where it won't let me paint textures. It did, but now it won't, as you can see by that big light square at the top of the hill there. <{POST_SNAPBACK}> That looks very nice. How long did it take you to do it? War is Peace, Freedom is Slavery, Ignorance is StrengthBaldur's Gate moddingTeamBGBaldur's Gate modder/community leaderBaldur's Gate - Enhanced Edition beta testerBaldur's Gate 2 - Enhanced Edition beta tester Icewind Dale - Enhanced Edition beta tester
Tigranes Posted October 4, 2006 Posted October 4, 2006 (edited) Has anyone seen the brilliant Sigil remake someone did on the toolset? I'll try and dig it up. found some, the best one is down right now but http://i29.photobucket.com/albums/c288/Sha...erview-Keep.jpg Turns out that it's t he Purgatorio lead designer. Figures. Edited October 4, 2006 by Tigranes Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
legion Posted October 4, 2006 Posted October 4, 2006 Has anyone seen the brilliant Sigil remake someone did on the toolset? I'll try and dig it up. <{POST_SNAPBACK}> It's from a Planescape trilogy of mods in the works by Rogue Dao Studios, and it looks amazing. A pair of interviews at Warcry (here and here) with them has a few embedded shots of Sigil and a few other things they've whipped up in the toolset. Looks to be an extremely ambitious set of mods, to say the least.
Tigranes Posted October 4, 2006 Posted October 4, 2006 Yeah, just found out, as you see above. At least we won't be disappointed in the visual representation, IMO. Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
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