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The Baldur's GAte remake thread


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#1026
drechner

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A couple more screens to dump!

Image IPB
Image IPB
Image IPB
Image IPB
Image IPB

I have a few other screens as well as a bunch of screenshots of the NPCs on the Facebook page too if you're interested.

#1027
ColorsFade

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Very impressive screens. Looks like you guys did a bang-up job. Excited to see it.

#1028
Squire

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DannJ wrote...

From the point of view of carrying their corpse to a temple, it makes sense that you'd remove their armour first. Even light armour would make it difficult to sling the corpse over your shoulder.


Considering everyone can carry a full harness in their backpacks and carry on fighting like it's nothing, I think a lot of suspension of disbelief is required wrt carrying dead people. ;)

#1029
sirchet

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Actually with an 18 STR you could carry a corpse and still fight with no penalties.

I've noticed that most PW's have an auto sanctuary effect when a player is rezzed.

#1030
drechner

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FYI - I just posted a link to the first video we've released of BGR to our Facebook page. It's still WIP, but is still the first time you can see it in action (albeit only the boring Prologue :P).

#1031
lady_lunatic

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That was truly amazing feeling to see the video on facebook, makes it seem so much more real.
Brought a smile to my face when the camera turned to show Winthrops inn all big and beautiful!!

#1032
sirchet

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Watching the video shows me just how very well done everything in this adventure is.

I especially like Imoen's wave as they left the Keep.

Modifié par sirchet, 20 mars 2013 - 03:17 .


#1033
Kuken2Kuken

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One question though. Are all dialog made in that close up-view? I think its quite annoying since there's no voiceover. I would prefer if the camera didn't zoom in on people during dialog if you get what I mean, I want the standard nwn2 dialog system.

Btw loved the trailer.

#1034
ColorsFade

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Kuken2Kuken wrote...

One question though. Are all dialog made in that close up-view? I think its quite annoying since there's no voiceover. I would prefer if the camera didn't zoom in on people during dialog if you get what I mean, I want the standard nwn2 dialog system.

Btw loved the trailer.


That's the cut-scene dialog option, and that *is* the standard for NWN2. You have to select a checkbox option when you create the dialog to get the NWN1 style dialog option (no close up, no movie widescreen bars). 

The cut-scene bars are more theatrical... Some like 'em, some don't. 

I'm not disagreeing with your point BTW - Baldur's Gate never had dialog cut-scenes, so it does feel a bit out of place. But it's the author's choice. They've done an amazing job re-creating that world... I'm blown away myself. 

Modifié par ColorsFade, 20 mars 2013 - 04:46 .


#1035
Bandobras Took

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I actually like the cut-scene dialogue without voice-over, it's exactly what this project is supposed to be -- Baldur's Gate with the NWN2 engine.

#1036
Tchos

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More importantly, does this mean there's no party chat?

#1037
ColorsFade

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Bandobras Took wrote...

I actually like the cut-scene dialogue without voice-over, it's exactly what this project is supposed to be -- Baldur's Gate with the NWN2 engine.


I like the cut-scenes bars myself too, but it does look weird without their lips moving. I'm considering using the Lip Flappers in my own campaign. I haven't tried them out yet though. 

Also trying to figure out if I want to use cut-scenes only for cut-sceney type pauses in the gameplay, or for normal dialogs... Still working ont that decision. Haven't made up my mind yet. 

#1038
Kuken2Kuken

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ColorsFade wrote...

That's the cut-scene dialog option,
and that *is* the standard for NWN2. You have to select a checkbox
option when you create the dialog to get the NWN1 style dialog option
(no close up, no movie widescreen bars). 

Alright I think I prefer the NWN1 thingy and then cut-scene dialog for special occasions like the encounter with Sarevok and other voiced parts.

Like that other dude wrote:

Bandobras Took wrote...

Also trying to figure out if I want to use cut-scenes only for cut-sceney type pauses in the gameplay, or for normal dialogs...



I was also amazed by the trailer! Just giving my feedback.

#1039
Dann-J

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Kuken2Kuken wrote...

Alright I think I prefer the NWN1 thingy and then cut-scene dialog for special occasions like the encounter with Sarevok and other voiced parts.


That's my preferance too. Cinematic scenes are great for important plot-related scenes where people are moving about or animating, but they can be tiresome if they occur every time you visit a merchant or chat with a random villager.

#1040
drechner

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Thanks for all the kind words!

We use the NWN2 default chat (the "cinematic" convo) as A) it's quite different than the original BG (which I like) B) It's the default in NWN2 and C) it shows off a lot of animations that are used in each conversation (I'm still adding a lot of these). I've thought about potentially looking into using lip-flappers for when there isn't VO, though I'm unsure yet if that will look weird or not.

Party chat is not in BGR, but, like the original game, any character may initiate a conversation and hold the conversation with an NPC.

#1041
ColorsFade

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drechner wrote...
I've thought about potentially looking into using lip-flappers for when there isn't VO, though I'm unsure yet if that will look weird or not.


I just added the liip flappers to one of my cut scenes and honestly - it improves it. And they're dead-simple to use. Drop the 12 files in the Campaign folder and the toolkit immediately picks them up for use. 

What I've noticed about cut-scenes (for myself) is that I will click through the text as fast as I can read them. So I'm not often actually looking at the character. But when I do, and their lips don't move, it seems stranger to me than the lips moving without VO. 

#1042
Guest_Iveforgotmypassword_*

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A fast way with lipflappers is to when the conversation is finished just add one on the first line of a conversation, copy the "humanhhf whatever" bit from the first one and just whizz through the conversation nodes pasting it in the sound part and changing the seconds to whatever they need to be. It takes no time at all to do massive conversations and it makes a huge difference. I even do it on NWN1 style conversations.

#1043
-Semper-

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I even do it on NWN1 style conversations.


does this work? i always thought that face bones are only activated while a cutscene is playing.

DannJ wrote...

they can be tiresome if they occur every time you visit a merchant or chat with a random villager.


+1

plus they're too interruptive and the cutscene interface doesn't support lots of text and answers well.

#1044
ColorsFade

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Iveforgotmypassword wrote...

A fast way with lipflappers is to when the conversation is finished just add one on the first line of a conversation, copy the "humanhhf whatever" bit from the first one and just whizz through the conversation nodes pasting it in the sound part and changing the seconds to whatever they need to be. It takes no time at all to do massive conversations and it makes a huge difference. I even do it on NWN1 style conversations.


That is exactly how I did it the first time I tried it. Cut-n-Paste and change the seconds... Quick and easy. 

I was looking at my conversations last night after doing this with the lip flappers and noticed that via playtesting I had switched almost all of the conversations to NWN1. Out of the 20+ conversations I'd written so far, only 3 used the NWN2 cut scenes, and two of those were cut-scenes that setup an encounter. 

So, I guess I'm in the camp with most of the recent comments here. It's going to be NWN1 conversations for most interactions, and cut-scenes when something has to be a "scripted" sequence of actions. 

#1045
kamal_

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drechner wrote...

Thanks for all the kind words!

We use the NWN2 default chat (the "cinematic" convo) as A) it's quite different than the original BG (which I like) B) It's the default in NWN2 and C) it shows off a lot of animations that are used in each conversation (I'm still adding a lot of these). I've thought about potentially looking into using lip-flappers for when there isn't VO, though I'm unsure yet if that will look weird or not.

Party chat is not in BGR, but, like the original game, any character may initiate a conversation and hold the conversation with an NPC.

If "Binary" (his id was 00100100 or something) is still around somewhere, he had talked about possibly making a utility to enter text and get proper lip synch via routing the text through a text to speech engine to produce spoke dialog to use with the game to get a proper lip synch file (instead of the generic flappers). The speech from the text to speech woulnd't be used in the end product, it was just an intermediate step needed to get lip synch.

#1046
lady_lunatic

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If you wanted to record actual speech for some parts there is a program called 'Loquendo' that reads text in a realistic way..not just with a robotic monotone. On the other hand I am perfectly happy to read it on screen and with the close ups.

#1047
Guest_Iveforgotmypassword_*

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-Semper- wrote...


I even do it on NWN1 style conversations.


does this work? i always thought that face bones are only activated while a cutscene is playing.




Yes it does, just zoom in on the person speaking and you'll see it. The only thing it wont work on is barkstrings ( I have tried ). I put them on every conversation because it looks so much better than everybody using telepathy and in case people are using a different camera angle.

#1048
-Semper-

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Iveforgotmypassword wrote...
Yes it does, just zoom in on the person speaking and you'll see it.


next time i'll zoom in just for the test :happy:
personally i can't stand a zoomed in camera view while playing a party based crpg, especially in nwn2. the engine isn't crafted around it and everything looks kinda bad, to express it kindly.

#1049
Dann-J

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I don't much care for the lip-flappers myself. It's too much like watching a badly dubbed Japanese horror movie.

Besides - how can you read the text *and* look at a character's lips at the same time? Listening to a voice-over and watching the character's face certainly makes things more realistic, but it's hardly worth making the lips move if you haven't recorded any dialogue.

#1050
Arkalezth

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Personally, I don't care if the lips move or not, but sometimes (and I don't know why only sometimes) conversations go too fast and I have to pause constantly to reach each paragraph. If the lip flappers help with that, they'd be a welcome addition.

On the other hand, I think Tsongo used them in Serene and they led to the contrary: conversations couldn't be skipped, which was extremely annoying (besides that, I loved Serene). I haven't seen this issue in other modules, so I don't know what was the cause.