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The Baldur's GAte remake thread


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#1151
drechner

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This is great info; thanks a ton, Tchos and Semper!

Regarding poly count of the heads, I'm not too worried about them. They are a bit more poly-heavy than the old heads, but they look MUCH better and are more in-line with what the poly counts are of most RPGs in the past 5 years or so. Performance is definitely important, but this game is getting close to 7 years old now... :P

#1152
drechner

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EDIT: Double-post; sorry! (not sure what happened)

Modifié par drechner, 23 mai 2013 - 04:47 .


#1153
drechner

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Also, I've uploaded a new video, this time of me running around Baldur's Gate city:

I did a really poor job of editing this video, so sorry about the sudden and jarring transitions. Also, you can spot a few bugs that just got squashed last night! Also, my HDD write speed is kinda spotty so the video isn't the smoothest.

Probably the best one is Entillis telling Khalid that he is sorry for the death of Jaheira even though she's alive and well next to him :P

Modifié par drechner, 23 mai 2013 - 04:08 .


#1154
-Semper-

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drechner wrote...

are more in-line with what the poly counts are of most RPGs in the past 5 years or so.


the problem is that you can't compare engines. today's engines can handle thousands upon thousands polys within one scene while there's no noticeable lack in performance. electron was never programmed to do so, therefore even if your gpu can render such a scene with ease nwn2 will drop in frames.

that's a serious problem the nwn1 crowd is running into. they're creating marvelous tiles with "tons" of polys but the game runs like crap because the engine collapses.

Modifié par -Semper-, 23 mai 2013 - 05:28 .


#1155
drechner

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-Semper- wrote...

the problem is that you can't compare engines. today's engines can handle thousands upon thousands polys within one scene while there's no noticeable lack in performance. electron was never programmed to do so, therefore even if your gpu can render such a scene with ease nwn2 will drop in frames.

that's a serious problem the nwn1 crowd is running into. they're creating marvelous tiles with "tons" of polys but the game runs like crap because the engine collapses.


I definitely agree that the engine isn't optimized very well for this, but I really haven't seen a drop in performance following the integration of Xaltar's heads (I'm on what I probably call an average gaming PC--Q6600 CPU, 8gb RAM, GTX260). Furthermore, Xaltar's heads are much more intelligent in the way the polys are positioned whereas NWN2's are a bit more uniformly sized.

#1156
drechner

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-Semper- wrote...

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.


I feel pretty stupid; where do I find the vanilla skels? I wasn't able to find them anywhere :(

#1157
-Semper-

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all the skeletons are stored in the lod-merged.zips. extract the ones you need, simply rename them and put them into your haks.

#1158
drechner

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-Semper- wrote...

all the skeletons are stored in the lod-merged.zips. extract the ones you need, simply rename them and put them into your haks.


Thank you so much; I really appreciate it! If I wasn't so sleep deprived right now, I would hopefully come up with something more clever to say, but instead "I am eternally grateful to you" will have to do. Oh, and if you play BGR and all the heads are working properly, it's because of you ;)

#1159
steelfire_dragon

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dont forget : The lord of murder will perish:

#1160
kamal_

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steelfire_dragon wrote...

dont forget : The lord of murder will perish:

So sayeth the wise Alaundo.

#1161
drechner

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I just wanted to report back that copying the skels and renumbering them worked perfectly. Thanks again! :)

#1162
Tchos

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No problem.

#1163
drechner

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It's been a while since I've posted any screenshots in this forum (I generally post a little more to the Facebook page if you follow us there; if not, please do!).

Here's a screenshot of the various bears in the campaign. It's a bit silly, I know, but nonetheless, I wanted to share it here:

Image IPB

This one is a bit cooler as I've tried to make a variety of these small placeables in the game to give the world a bit more of a unique feel (and also inform the player of sidequests):

Image IPB

Bonus: new Sarevok armor and head:

Image IPB

Modifié par drechner, 26 mai 2013 - 01:32 .


#1164
Tchos

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drechner wrote...
I generally post a little more to the Facebook page if you follow us there; if not, please do!


I know it won't be needed much longer, but I request again that you post all of the same content here that you post on Facebook.  I don't use Facebook, and at least two others here in this thread have expressed a similar preference.

I really like those proclamation posters.

#1165
drechner

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Here's the updated, final version of the Flaming Fist Mercenary and Amnish Soldier:

Image IPB

#1166
rjshae

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It's all looking excellent as always, particularly the Sarevok armor. :)

#1167
PJ156

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It's odd, but for me this kind of detailing adds something the game never had. Nothing like this level of detail was apparent when playing with pixels.

In a way, by creating this custom content you are giving the game a depth it never had .. new life, beyond the new media of NWN2.

I am looking forward to the games release. It will be fun to play though I wish the romance was in this part. I like a good romance :)

PJ

#1168
Dann-J

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PJ156 wrote...

It's odd, but for me this kind of detailing adds something the game never had. Nothing like this level of detail was apparent when playing with pixels.


The old low-resolution games encouraged you to imagine the details. The human imagination produces much better graphics than any computer. Image IPB

#1169
Guest_Iveforgotmypassword_*

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PJ156.. I thought Baldurs Gate was a complete story.. How long does it take to play and for what sort of levels is it ?

Whatever it is I don't care and am looking forward to having a go ( after your mod and I've only got 2 areas to go now before toolset vacation ) I'm just curious because I really haven't got a clue.

Modifié par Iveforgotmypassword, 27 mai 2013 - 11:05 .


#1170
kamal_

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Iveforgotmypassword wrote...

PJ156.. I thought Baldurs Gate was a complete story..

It is a self contained story, but there is a sequel + story finishing expansion. So it's like reading the first book of a trilogy.

#1171
Shallina

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the original game in 2D was around 80+ hours of gameplay without TOSC to do everything.

The 3D make it longer to play and we got TOSC.

Only one beta tester finished the main plot, and he rushed the content and made only the main quest line, wich is like 30% of the game.

Modifié par Shallina, 28 mai 2013 - 12:20 .


#1172
Tchos

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Tsongo, I spent months playing Baldur's Gate and Tales of the Sword Coast. It's just the right sort of sandbox full of side quests and companion quests, with an overarching plot line.

#1173
Arkalezth

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Shallina wrote...

Only one beta tester finished the main plot, and he rushed the content and made only the main quest line, wich is like 30% of the game.

Not exactly. Only some of the content in TOTSC and Baldur's Gate (i.e. the city itself) was unfinished. Pretty much all other sidequests and areas were fully explored and completed.

Just saying in case someone takes the wrong idea and thinks the module hasn't been properly tested.

#1174
drechner

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Arkalezth wrote...

Shallina wrote...

Only one beta tester finished the main plot, and he rushed the content and made only the main quest line, wich is like 30% of the game.

Not exactly. Only some of the content in TOTSC and Baldur's Gate (i.e. the city itself) was unfinished. Pretty much all other sidequests and areas were fully explored and completed.

Just saying in case someone takes the wrong idea and thinks the module hasn't been properly tested.


You were definitely an all-start tester! :)

BTW, you should definitely check it out again in less than a week when it releases; I think you'll be pleasantly surprised by all the changes made since you've finished! :)

#1175
Shallina

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BGR is tested as much as it can with the help of community members, but in my opinion it's still not enought to clean all the problems, even if we found and corrected a lot thanks to our testers. The project is really big and really ambitious, we expect to have to deliver a major patch even if we al ready cleaned things al lot thanks to our testers.

Some corrections needed major works and may have introduced new problems. But we can't have our testers test 24/24 for 3 month BGR....

Modifié par Shallina, 28 mai 2013 - 08:43 .