The Baldur's GAte remake thread
#1126
Posté 12 mai 2013 - 08:18
Will you be posting the custom content after release ?
PJ
#1127
Posté 12 mai 2013 - 12:25
We are only using what's availlable.
#1128
Posté 12 mai 2013 - 02:02
PJ
#1129
Posté 12 mai 2013 - 08:41
Shallina wrote...
We aren't making any custom content. The custom content we are using are al ready published except of Sarevok maybe and some custom picture imported from the original game.
We are only using what's availlable.
What Shallina said isn't correct. While we are using a ton of what the community has to offer, there's a LOT of new content too. For example, new banners, background cards, armors, cloaks, NPC appearances, etc. I even redid all the normal mapping for terrain textures a few years ago. All of that will be available to the community of course
Modifié par drechner, 12 mai 2013 - 08:45 .
#1130
Posté 13 mai 2013 - 09:56
You can't imagine how much I'm looking forward to the release.
I'm pondering over the ideal char for weeks already (since my favourite AD&D char - gnomish Illusionist/Thief - won't work that nicely with D&D 3
#1131
Posté 14 mai 2013 - 12:51
Irvin Trout wrote...
19 days to go ... 19 days until I return to the Sword Coast to once more experience one of the best stories ever written for a computer game.
You can't imagine how much I'm looking forward to the release.
I'm pondering over the ideal char for weeks already (since my favourite AD&D char - gnomish Illusionist/Thief - won't work that nicely with D&D 3).
Thanks! I'm incredibly excited to release this in less than three weeks!
Here's a couple screenshots of the new Flaming Fist Mercenary and Amnish Soldier appearances (armor by ACME):

Modifié par drechner, 14 mai 2013 - 12:52 .
#1132
Posté 14 mai 2013 - 01:43
#1133
Posté 14 mai 2013 - 05:47
Like this: http://baldursgate.w.../Amnish_Soldier
But looks great anyways,
#1134
Posté 14 mai 2013 - 08:06
Kuken2Kuken wrote...
What's up with the helmets? Why don't they have those big wings on them?
Like this: http://baldursgate.w.../Amnish_Soldier
But looks great anyways,
It's more based off the BGII model (http://phrozenkeep.h...ldier-still.gif). Presumably, the BG1 model looked as it did because they couldn't afford to create a new character type/appearance as they did for BGII. They also wore chainmail in BGI, not full plate mail, but we're not sticking to that either.
I'll likely merge Hatsplosion! into BGR, and use one of the helms for Amnish Soldiers (http://nwvault.ign.c...ge.php?id=92134) and another for Flaming Fist Mercenaries (http://nwvault.ign.c...ge.php?id=92153).
Modifié par drechner, 14 mai 2013 - 08:10 .
#1135
Posté 14 mai 2013 - 08:20
It doesn't mean every soldier in Amn has that look, but it's the look used by the sourcebooks.
Modifié par kamal_, 14 mai 2013 - 08:22 .
#1136
Posté 14 mai 2013 - 09:33
kamal_ wrote...
Amn's look is very specifically Spanish Conquistador according to the Maztica campaign box, that's an Amnian soldier on the right, and another on the back left riding the horse. upload.wikimedia.org/wikipedia/en/5/52/TSR1066_Maztica_Campaign_Set.jpg
It doesn't mean every soldier in Amn has that look, but it's the look used by the sourcebooks.
Nice! Thanks for finding that picture
#1138
Posté 15 mai 2013 - 03:43
Arkalezth wrote...
This? Just googled it.
Haha. Yep, that's it
Their appearances in BGR will be toned down quite a bit (as you can see in the above screenshots), though I do think some new helms could really improve them a bit.
Modifié par drechner, 15 mai 2013 - 03:44 .
#1139
Posté 16 mai 2013 - 11:58
#1140
Posté 16 mai 2013 - 10:18
Aserc wrote...
After lurking on this thread for about 3 years I've finally decided to say something. Thank you for doing this, ever since nwn I hoped this would be done and I'm looking forward to this more then any game coming out this year. So yeah... thanks againI can't wait to start this "just a little longer, oh crap I've been playing for 12 hours, I'm gonna be late for work o.O" game again.
Haha. Thanks! I hope we can recreate that feeling as well
#1141
Posté 18 mai 2013 - 05:54
#1142
Posté 19 mai 2013 - 01:49
drechner wrote...
They also wore chainmail in BGI, not full plate mail, but we're not sticking to that either.
Actually, I'm going to chime in and suggest that it probably should be chainmail - or maybe a breastplate - for simple soldiers. Obviously it's your project and it's up to you how to do things, but I rather feel that common soldiers shouldn't be able to afford full plate, and will have a cuirass at most. I find it difficult to believe the idea of every soldier in the country having a full, or even a half, harness - such things should really be reserved for nobles.
Also, if they're based on conquistador Spain, I think they mostly wore a half-cuirass, so breastplate might be more fitting for those soldiers.
Just my 2 coppers...I can't help it, I'm a medievalist!
#1143
Posté 19 mai 2013 - 03:55
Squire wrote...
Actually, I'm going to chime in and suggest that it probably should be chainmail - or maybe a breastplate - for simple soldiers. Obviously it's your project and it's up to you how to do things, but I rather feel that common soldiers shouldn't be able to afford full plate, and will have a cuirass at most. I find it difficult to believe the idea of every soldier in the country having a full, or even a half, harness - such things should really be reserved for nobles.
Also, if they're based on conquistador Spain, I think they mostly wore a half-cuirass, so breastplate might be more fitting for those soldiers.
Just my 2 coppers...I can't help it, I'm a medievalist!
I would normally agree with you, but Amnish soldiers in BGII and in all reference images had plate mail (in appearance), though interestingly enough they were actually equipped with Chainmail. We're sticking to the more authentic visual style and assuming that Amn is swimming in enough wealth that it can afford such fancy armor
#1144
Posté 22 mai 2013 - 03:30
Bet you guys are as excited as we are
#1145
Posté 22 mai 2013 - 05:17
Atrumitos wrote...
So with only a week to go I have to ask, where will it be hosted?
Bet you guys are as excited as we are
VERY excited, but also nervous and very, very tired!
We're going to be uploading to the Nexus and providing a link on the Vault. Unfortunately, it looks like the Vault has fallen into a bit of disrepair, and the Nexus seems like it has some really good things going for it.
On a side note, anyone know of any upload size restrictions? BGR is a little... hefty
#1146
Posté 22 mai 2013 - 05:30
Several of our NPCs are using copied meshes (using MDB cloner) of Xaltar's excellent NWN2 Facelift Pack (http://nwvault.ign.c...ed.Detail&id=61), but with modified textures. This works great for most, but I noticed that the elven and half-elven heads have trouble. For example, when a character uses one of these heads (generally numbered in the 200s to avoid conflict), the head can be seen in the Properties' "Preview" window just fine. However, when placing the character or running in game, the character appears to not have a skel associated with it and will often be attached to the nearest humanoid character (with a skel) that it can find.
Furthermore, when saving and accessing a character with one of these custom heads, the "Preview" panel in Properties will show them without a skel (it looks like theyr'e tipping over) and any items that should be attached are placed at their feet (probably their root).
Does anyone know how to fix this? The only workaround here I can think of is to just overwrite the original heads, but I'd like to avoid that if possible.
Thank you so much for any help in advance; I wasn't sure if anyone had run into this issue before or not
Modifié par drechner, 22 mai 2013 - 05:30 .
#1147
Posté 22 mai 2013 - 05:37
There are no size restrictions on either the old Vault or the new, however files over 128mb (25mb on the old) need to be ftp'd rather than directly uploaded. It's easier on the new vault, but does work fine on the old, as long as I know there's something waiting to get attached :-P
<...pros & cons>
#1148
Posté 23 mai 2013 - 03:23
Upload size limit on the Nexus is 5GB (5120MB) per file. I don't think there's a limit on how many separate files you can upload per project.drechner wrote...
We're going to be uploading to the Nexus and providing a link on the Vault. Unfortunately, it looks like the Vault has fallen into a bit of disrepair, and the Nexus seems like it has some really good things going for it.
On a side note, anyone know of any upload size restrictions? BGR is a little... hefty
#1149
Posté 23 mai 2013 - 03:25
Some of the heads don't have associated GR2 files for non-replacing versions. I believe you can fix it by just copying one of the existing head GR2 files to a copy with the same name. I've heard reports that this worked.drechner wrote...
Several of our NPCs are using copied meshes (using MDB cloner) of Xaltar's excellent NWN2 Facelift Pack (http://nwvault.ign.c...ed.Detail&id=61), but with modified textures. This works great for most, but I noticed that the elven and half-elven heads have trouble. For example, when a character uses one of these heads (generally numbered in the 200s to avoid conflict), the head can be seen in the Properties' "Preview" window just fine. However, when placing the character or running in game, the character appears to not have a skel associated with it and will often be attached to the nearest humanoid character (with a skel) that it can find.
Furthermore, when saving and accessing a character with one of these custom heads, the "Preview" panel in Properties will show them without a skel (it looks like theyr'e tipping over) and any items that should be attached are placed at their feet (probably their root).
Does anyone know how to fix this? The only workaround here I can think of is to just overwrite the original heads, but I'd like to avoid that if possible.
#1150
Posté 23 mai 2013 - 03:37
Tchos wrote...
Some of the heads don't have associated GR2 files for non-replacing versions. I believe you can fix it by just copying one of the existing head GR2 files to a copy with the same name. I've heard reports that this worked.
yup, that's how you fix this issue. copy the the vanilla meshes skeleton and rename it to the number your cloned mesh uses. if you clone meshes which use multiple textures only the main texture will be used by the clone; e.g. if the eyes have different textures they will be gone.
btw those heads are poly heavy (half of the red dragon's budget) without lods. i personally wouldn't use them that often because users with an older rig could run into performance issues. also the engine could stutter around because of too many polys to render.





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