Aller au contenu

Photo

Area building discussion: What makes a good area?


  • Veuillez vous connecter pour répondre
85 réponses à ce sujet

#76
PJ156

PJ156
  • Members
  • 2 980 messages

Shallina wrote...

Making a good interior Area takes as much time as making a Good exterior Area. Except maybe for a city area.


That can be true, though interiors have the advantage that they are finite. One you work up to the walls then you need go no further. Those two tiles that need filling on the edge of an out door area can add a lot of extra time.

On the subject of VFX I am finding the dirt placed effects make a big difference to the overall feel of a room. Wish they could be scaled.

PJ

#77
kamalpoe

kamalpoe
  • Members
  • 711 messages

PJ156 wrote...
On the subject of VFX I am finding the dirt placed effects make a big difference to the overall feel of a room. Wish they could be scaled.
PJ

They can be scaled by making a custom vfx and using the dirt vfx as a base. I did it two weeks ago. If there is interest I can write up how it's done as well as provide my vfx for a sample. (I happened to need the black dirt vfx). The vfx would be quick to post, the writeup would take longer obviously.

edit: yes, but I see elfinmad actually explained how. :lol:

Modifié par kamalpoe, 22 août 2010 - 12:06 .


#78
Guest_ElfinMad_*

Guest_ElfinMad_*
  • Guests

PJ156 wrote...

On the subject of VFX I am finding the dirt placed effects make a big difference to the overall feel of a room. Wish they could be scaled.

PJ


I agree, the dirt shadow vfx is great and improves the look and atmosphere of interiors. A large dirt shadow vfx can be achieved in about 2min in the VFX editor.

Just extract the contents of NWN2_VFX_X1 found in the Data folder of your NWN2 installation to a working directory. Start up the toolset vfx editor and open the file fx_dirt_shadow_fx1.bbx and change the BeginSize and EndSize to larger values and save it under a different filename to your overide directory. Next, open fx_dirt_shadow.sef and change the .bbx file to the one you just saved and then save the .sef file under a different filename to your overide. Then go into your mod and make new placed effect blueprints with your new large dirt shadow.


edit: lol, I see Kamal beat me to it.

Modifié par ElfinMad, 22 août 2010 - 12:04 .


#79
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

kamalpoe wrote...
The fading is done via having the minimum fog distance (FogStart) in the toolset be shorter than the max (FogEnd). A gradient of fog is done atomatically over those distances from the camera, with FogStart representing zero fog, and FogEnd representing 100% fog that blocks all vision. You can have a negative FogStart, which will cause it never to be perfectly clear. Typical fog distances mean it's not very noticable, and heavy fog forces the player to zoom in if they want to see anything. Fog is normally used to prevent the player from seeing the map edge and helping performance by cutting the number of things that need to be drawn onscreen.

"Fog" of course is any airborne/waterborne particle that blocks the view. So it can be snow, sand, smoke, heavy rain, very humid air, being underwater. The color of the fog can be varied in the toolset of course. And you'd want some kind of placeable vfx visible to tell the player what the relevant fog is (the Thaymount dust and the blizzard vfx in these cases). You could also use fog to help make a "dream" scene by making things never quite clear. Or use identical FogStart and FogEnd to make view blocking "walls" that travel with the player (they don't stop the all seeing minimap of course).

FogEnd of 30 is the practical low limit. Below that it's really hard to see anything at any distance and I can't imagine any remotely natural fog that would be below 30. fog screenshot, the golems in the test picture are directly next to each other. As you can see things fade quickly.

As for the custom blizzard vfx, I wrote a tutorial on the Vault that covers making it step by step among other custom vfx. The limits of custom particle vfx are another topic which I can cover if people are interested. falling cherry blossom "blizzard". You can do bad, bad things to framerates if you don't fake things with fog.



Very good to know. 

I am familiar with the blizzard VFX, that comes with the toolsed (I think).  But the Thaymount dust storm is something I don't remember running across.  Is that custom?

#80
kamalpoe

kamalpoe
  • Members
  • 711 messages

M. Rieder wrote...
Very good to know. 

I am familiar with the blizzard VFX, that comes with the toolsed (I think).  But the Thaymount dust storm is something I don't remember running across.  Is that custom?

Thaymount dust is a MotB vfx. The blizzard shown in the video is a custom vfx, not the blizzard one in the toolset. That one isn't nearly "blizzard-y" enough for me.

#81
PJ156

PJ156
  • Members
  • 2 980 messages

ElfinMad wrote...

PJ156 wrote...

On the subject of VFX I am finding the dirt placed effects make a big difference to the overall feel of a room. Wish they could be scaled.

PJ


I agree, the dirt shadow vfx is great and improves the look and atmosphere of interiors. A large dirt shadow vfx can be achieved in about 2min in the VFX editor.

Just extract the contents of NWN2_VFX_X1 found in the Data folder of your NWN2 installation to a working directory. Start up the toolset vfx editor and open the file fx_dirt_shadow_fx1.bbx and change the BeginSize and EndSize to larger values and save it under a different filename to your overide directory. Next, open fx_dirt_shadow.sef and change the .bbx file to the one you just saved and then save the .sef file under a different filename to your overide. Then go into your mod and make new placed effect blueprints with your new large dirt shadow.


edit: lol, I see Kamal beat me to it.


Thanks Kamal and Elfinmad,

I have a project for this evening, this would be be really useful, I will look at this tonight.

PJ

#82
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
 I made some posts on visual effects that might be of interest to those wishing to create some fancy schmancy effects. They're relatively basic, but if someone learns something then they were worth making.

#83
The Fred

The Fred
  • Members
  • 2 516 messages
Yeah, I read those, and they were pretty helpful (though as always seems to be the case with me, I think I read the pink torch tutorial just after having worked out enough myself not to need it).

#84
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

Chaos Wielder wrote...

 I made some posts on visual effects that might be of interest to those wishing to create some fancy schmancy effects. They're relatively basic, but if someone learns something then they were worth making.


Thanks!  I am going to check this out.  Good info.

#85
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

The Fred wrote...

I tried to make actual secret doors, using the secret door door models (i.e. they're doors, not placeables as they were in NWN1) but with varying success. It might be worth making placeables out of the door models and laying them over actual doors. Then you could destroy the placeable to reveal the door.

I didn't really like the kludgy secret doors in NWN1 (you couldn't bash them down, for example) but they were a lot better than nothing.


Hi The Fred,

I had some success with secret doors, thanks to the initial work by Nim ...

http://worldofalthea...cret-doors.html

Check out my blog post and the link to Nim's work in there.

Lance.

#86
The Fred

The Fred
  • Members
  • 2 516 messages
Ah cool, very nice. I had wondered about using placeables with the same models as the doors and overlaying them on top to block the mouse cursor, but this looks even neater. I'll definately check this out.