




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.





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.
Modifié par sirchet, 20 mars 2013 - 03:17 .
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.
Modifié par ColorsFade, 20 mars 2013 - 04:46 .
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.
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.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).
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...
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.
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.
Guest_Iveforgotmypassword_*
I even do it on NWN1 style conversations.
DannJ wrote...
they can be tiresome if they occur every time you visit a merchant or chat with a random villager.
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.
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.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)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.
Guest_Iveforgotmypassword_*
-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.
Iveforgotmypassword wrote...
Yes it does, just zoom in on the person speaking and you'll see it.