Aller au contenu

Photo

The Baldur's GAte remake thread


  • Veuillez vous connecter pour répondre
1480 réponses à ce sujet

#901
drechner

drechner
  • Members
  • 306 messages
Thanks for the kind words! Remember: we still need beta testers for (late) January! Please PM me for more details.

Another day, another batch of screenshots! This time it's from Beregost, with love. They're a little stretched vertically, but hopefully you should still get the general idea ;)

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Modifié par drechner, 12 décembre 2012 - 05:43 .


#902
PJ156

PJ156
  • Members
  • 2 988 messages
These look really good Drechner. I love some of the detailing on them. I have just done Beregost for my mod four years after these screens and they look very different :) Yours is brighter and more optimistic looking, is that the default lighting set?

Also have you included Mellincamp the chicken in your side quests?

PJ

#903
Shallina

Shallina
  • Members
  • 1 012 messages
Every single quest is present even Mellincamp.

But chicken aren't animated, so Mellincamp has been made a pig.

#904
Dorateen

Dorateen
  • Members
  • 477 messages
Thalantyr is indignant.

Harumph!

#905
drechner

drechner
  • Members
  • 306 messages

PJ156 wrote...

These look really good Drechner. I love some of the detailing on them. I have just done Beregost for my mod four years after these screens and they look very different :) Yours is brighter and more optimistic looking, is that the default lighting set?


Thanks! The lighting is custom and is probably the 10th (and final!) version of the Day/Night cycle I've worked on. While the lighting is powerful in NWN2, it can be difficult to make it create a convincing "sunny" or "partly cloudy" day. I didn't want to go too bright and cheery, but I did want it to be a bit more colorful and have a bit more contrast than the default sets.

#906
rjshae

rjshae
  • Members
  • 4 509 messages
Looking good! I like your work on the signs and the depth of field.

#907
Liacov

Liacov
  • Members
  • 36 messages

Shallina wrote...

items in the wild are a bit stupid, if we do it, it has to be done well, in the original you only had to press tab to see all the hidden place, and NWN2 isn't that better at hidding things.

I've never been a huge fan of those items either but the tab thing actually only came with ToB, and then with tutu to BG1. ;)

#908
kamal_

kamal_
  • Members
  • 5 264 messages

Shallina wrote...

Every single quest is present even Mellincamp.

But chicken aren't animated, so Mellincamp has been made a pig.

Chickens are animated, but they must not have a full set of animations. I was testing a quest in my mod last night and because of factions issues some chickens went hostile and attacked, there is at least an attack animation. The animation looks good for any kind of excitement.

#909
PJ156

PJ156
  • Members
  • 2 988 messages

kamal_ wrote...

 I was testing a quest in my mod last night and because of factions issues some chickens went hostile and attacked, there is at least an attack animation. The animation looks good for any kind of excitement.


I had that in LDotR, I kept it in, too much fun not to.

PJ

#910
PJ156

PJ156
  • Members
  • 2 988 messages

drechner wrote...

Thanks! The lighting is custom and is probably the 10th (and final!) version of the Day/Night cycle I've worked on. While the lighting is powerful in NWN2, it can be difficult to make it create a convincing "sunny" or "partly cloudy" day. I didn't want to go too bright and cheery, but I did want it to be a bit more colorful and have a bit more contrast than the default sets.


Good work then, I hate doing exterior light sets, I have only used prefab to date. Playing with the single interior default is fine and fun to do but I take my hat off to anyone with the patience to do exterior sets.

PJ

#911
rjshae

rjshae
  • Members
  • 4 509 messages

kamal_ wrote...

Shallina wrote...

Every single quest is present even Mellincamp.

But chicken aren't animated, so Mellincamp has been made a pig.

Chickens are animated, but they must not have a full set of animations. I was testing a quest in my mod last night and because of factions issues some chickens went hostile and attacked, there is at least an attack animation. The animation looks good for any kind of excitement.

You mean there's no chicken dance animation? Well this is a serious deficiency indeed. What will we do now? ^_^

#912
Shallina

Shallina
  • Members
  • 1 012 messages
there is no walk animation.

#913
rjshae

rjshae
  • Members
  • 4 509 messages
Pardon my ignorance in such matters, but the chicken appears to have both walk forward and run forward animations in the Animation Viewer (using the UNA [unarmed] stance).

#914
kamal_

kamal_
  • Members
  • 5 264 messages

rjshae wrote...

Pardon my ignorance in such matters, but the chicken appears to have both walk forward and run forward animations in the Animation Viewer (using the UNA [unarmed] stance).

It may have a walk forward animation in the animation viewer, but it doesnt use it ingame (I was testing the same area last night and specifically checked). So that could be a bug no one ever noticed, because really, who would think to check chicken walking animations ingame? :D

#915
PJ156

PJ156
  • Members
  • 2 988 messages

kamal_ wrote...

So that could be a bug no one ever noticed, because really, who would think to check chicken walking animations ingame? :D


Shallina ... clearly!

#916
Dann-J

Dann-J
  • Members
  • 3 161 messages
I've had chickens set to 'wander' in several modules, and they all walk about just fine (if a bit moonwalky - their walk cycle is a bit too slow for the speed their blueprints are set to).

#917
Shallina

Shallina
  • Members
  • 1 012 messages
yup it's possible to have chicken walk correctly at very slow speed.

now, I think that we need it to run at player speed since it's running away from a wolf.

Modifié par Shallina, 17 décembre 2012 - 12:10 .


#918
Dann-J

Dann-J
  • Members
  • 3 161 messages
Right near the start location in Dragonglade there is a group of wandering chickens who run away from you if you get too close. I've never taken a good look at them, but I would have thought I'd have noticed them slip-sliding away instead of actually running. Unless they just walk while moving quickly (moonwalking even more than usual)? They'd be heading directly away from the player, so perhaps I've never noticed their walk cycle when seeing them only from behind.

--
EDIT:

There are seven animations for the chicken in Lod-Merged.zip; two deaths, two attacks, idle, walk and run.

I checked the run animation (c_chicken_UnA_run) both in the animation viewer in the toolset and in-game. It works fine in both.

Modifié par DannJ, 17 décembre 2012 - 09:44 .


#919
dslamo

dslamo
  • Members
  • 19 messages
Hahaha - I can't honestly believe how many posts are related to the animation of chickens!!! Really??!! lol

#920
Fester Pot

Fester Pot
  • Members
  • 1 395 messages
The screens of Beregost are quite empty. Where are all the NPCs going about their daily routines?

FP!

#921
Bandobras Took

Bandobras Took
  • Members
  • 22 messages
They're camera-shy.

More likely, though, the screenshots are intended to display map/building layout, and a great big NPC in the middle of the screen might block some of that lovely custom architecture. :)

#922
drechner

drechner
  • Members
  • 306 messages

Fester Pot wrote...

The screens of Beregost are quite empty. Where are all the NPCs going about their daily routines?

FP!


The screenshot is from the editor with characters hidden (though really most NPCs are actually spawned on Waypoints on area enter). I'll release some screenshots of the in-game stuff closer to launch; these "early" screenshots are intended to only show off the areas themselves :)

#923
Shallina

Shallina
  • Members
  • 1 012 messages
Even if Drew doesn't show them, I have done them all, every NPC and every quest. I have also done day/night cycle in town, with lights and NPC going home/out.

#924
Helmic Knight

Helmic Knight
  • Members
  • 13 messages
One thing, how are you going to make it regarding XP and levels gained? I mean, AD&D (2.0) had a far slower system for getting levels, especially the more you gained them. So, you could play for hours and kill dozens and dozens of enemies in 2.0 without getting enough XP to get a new level, but that is not how it works in 3.5, UNLESS you award ridicolously low amounts of XP for quests or killing enemies. I think it would be good if the "remake" allowed us to get a higher level than in the orginal game, where (even with ToTSC expansion) you couldn´t get enough XP to reach more than 9/10 level. COnsidering the differences among 2.0 and 3.5, I think giving us enough XP to end the game around 12/13 would be OK and it would make a funnier gameplay, as 2.0 and 3.5 don´t work the same way. 

Modifié par Helmic Knight, 19 décembre 2012 - 11:47 .


#925
Shallina

Shallina
  • Members
  • 1 012 messages
I setted XP rate gain to very low.

And used quest XP as a leverage. I made a translation between 2D and 3d table XP at lvl 9 wich is 1/2.

So far things are holding well, lvling seems similar to the orginal game. This will certainly have to be adjusted with play testing.

And the lvl cap is 9. I think ECL +3 will reach it without to much trouble especially with TOSC.