Don't judge a temple by it's cover.
dno
The Last Days of the Raven - Update
Débuté par
PJ156
, oct. 12 2010 08:23
#26
Posté 04 décembre 2010 - 06:18
#27
Posté 04 décembre 2010 - 05:19
Well done sir!
#28
Posté 05 décembre 2010 - 11:11
#29
Posté 06 décembre 2010 - 04:43
Nice!
dno
dno
#30
Posté 07 décembre 2010 - 12:14
I'm not sure if that bridge meets OSHA standards.
#31
Posté 14 décembre 2010 - 10:13
#32
Posté 14 décembre 2010 - 10:37
really good looking screens !
#33
Posté 06 janvier 2011 - 11:25
Things are moveing along nicely. One subplot to complete (The woodcutters tale). Then it is npc's, romances and then on to playtesting.
Hopefully that will be in Feb
PJ
1920x1080http://img413.imageshack.us/img413/7163/druidsc.jpg[/IMG]
The woodcutters path
1920x1080http://img218.imageshack.us/img218/5072/libruary2.jpg[/IMG]
The great libruary
Hopefully that will be in Feb
PJ
1920x1080http://img413.imageshack.us/img413/7163/druidsc.jpg[/IMG]
The woodcutters path
1920x1080http://img218.imageshack.us/img218/5072/libruary2.jpg[/IMG]
The great libruary
#34
Posté 07 janvier 2011 - 02:54
These are some great screen shots. Especially like the copper temple. I will likely be stealing the book/tintable wall idea. Is there also a green lighting in that area too or just the green VFXs?
#35
Posté 07 janvier 2011 - 07:32
Thanks
There is some green light as well as the VFX I found it looked, well ... greener.
The tintable books are realy versatile. There is one which takes a brown tint nicely I have used to give a leathery interior wall. Also some have faint patterns on giving the wall an arcane look.
PJ
There is some green light as well as the VFX I found it looked, well ... greener.
The tintable books are realy versatile. There is one which takes a brown tint nicely I have used to give a leathery interior wall. Also some have faint patterns on giving the wall an arcane look.
PJ
#36
Posté 08 janvier 2011 - 10:21
It looks great, PJ. Glad to hear things are progressing well.
#37
Posté 09 janvier 2011 - 01:01
NEAT!
Just got an idea for swamps. Since green is such a popular swamp color, how about a bit of green fog, not too tall. That way it has the impresson of being gassy and stinky but you still see a sky, as you'd expect.
Oh, and about humans and darkness, how about seeing-eye-dwarves?
Just got an idea for swamps. Since green is such a popular swamp color, how about a bit of green fog, not too tall. That way it has the impresson of being gassy and stinky but you still see a sky, as you'd expect.
Oh, and about humans and darkness, how about seeing-eye-dwarves?
Modifié par nicethugbert, 09 janvier 2011 - 01:02 .
#38
Posté 09 janvier 2011 - 08:52
The swamp idea is a nice one, I wonder if it could be mixed with thayan mist to get some movement in there.
PJ
PJ
#39
Posté 16 janvier 2011 - 10:44
I am playtesting now while I inject the last few convos and side areas, and I have sorted out the artwork I want to use.
1920X1080http://img69.imageshack.us/img69/5406/frostyx.jpg[/IMG]
Mountain pass.
PJ
1920X1080http://img69.imageshack.us/img69/5406/frostyx.jpg[/IMG]
Mountain pass.
PJ
Modifié par PJ156, 16 janvier 2011 - 10:44 .
#40
Posté 16 janvier 2011 - 04:34
Looks really good PJ. I like the symbol you have used. I see we are in for a snowy treat.
#41
Posté 20 janvier 2011 - 03:33
Love that screenie. Sorry, would have commented sooner, but I've taken a mental holiday over the last week or so. Great stuff, PJ.
dno
dno
#42
Posté 25 janvier 2011 - 09:08
Thanks DNO,
I sorted out the bugs and now I have a campaign module that is ready to recieve both future additions and TLDotR's two preceeding modules (eventually).
1920x1080http://img703.imageshack.us/img703/3654/theneverwinterroad.jpg[/IMG]
Like my signature says, I am 80% complete. On my scale that's playtesting time. First by me and then when the Beta bugs are squished, by kind volunteers - do I have any kind volunteers?
PJ
I sorted out the bugs and now I have a campaign module that is ready to recieve both future additions and TLDotR's two preceeding modules (eventually).
1920x1080http://img703.imageshack.us/img703/3654/theneverwinterroad.jpg[/IMG]
Like my signature says, I am 80% complete. On my scale that's playtesting time. First by me and then when the Beta bugs are squished, by kind volunteers - do I have any kind volunteers?
PJ
#43
Posté 25 janvier 2011 - 09:22
Sounds like you are right on target for that late winter/early spring release. I'll be looking forward to reaching Thunder Bay.
Wish I could help with the testing, but I haven't the time right now.
That snowy screenshot with the Frost Giant from a few updates back is amazing. Although, personally, I have just about had enough snow where I am, may Auril be cast into a furnace.
Harumph!
Wish I could help with the testing, but I haven't the time right now.
That snowy screenshot with the Frost Giant from a few updates back is amazing. Although, personally, I have just about had enough snow where I am, may Auril be cast into a furnace.
Harumph!
#44
Posté 25 janvier 2011 - 10:00
Thanks Dorateen,
Faralla has the bed pan warming for you. Make sure you comb your beard.
PJ
Faralla has the bed pan warming for you. Make sure you comb your beard.
PJ
#45
Posté 26 janvier 2011 - 01:45
Another great screenshot! Glad to see there are plenty of trees!
#46
Posté 26 janvier 2011 - 02:18
Indeed, though they are obscuring our view of the forest.M. Rieder wrote...
Another great screenshot! Glad to see there are plenty of trees!
Keep up the good work.
/says the lazy consumer who has done little more than doodle around in the toolset
#47
Posté 26 janvier 2011 - 05:12
Thanks for the comments,
I have gone with more trees in this one. I would not want to upset anybody.
Players thoughts and ideas are welcome, bring it on. My first save backup for this mod was June 4th last year, it would be a wasted eight months if there were no consumers
PJ
I have gone with more trees in this one. I would not want to upset anybody.
Players thoughts and ideas are welcome, bring it on. My first save backup for this mod was June 4th last year, it would be a wasted eight months if there were no consumers
PJ
#48
Guest_Chaos Wielder_*
Posté 26 janvier 2011 - 05:23
Guest_Chaos Wielder_*
My only suggestion with the latest area would be to try adding some slight height variation off the road. It doesn't have to be major at all, but the ground just looks a little too flat(left side of the screenshot in particular).
I like your division in the road! Especially how the edges are *barely* brown while leading into the main coloration. That's an example of good texture blending. Keep it up!
I like your division in the road! Especially how the edges are *barely* brown while leading into the main coloration. That's an example of good texture blending. Keep it up!
#49
Posté 26 janvier 2011 - 05:35
Chaos Wielder wrote...
My only suggestion with the latest area would be to try adding some slight height variation off the road. It doesn't have to be major at all, but the ground just looks a little too flat(left side of the screenshot in particular).
I like your division in the road! Especially how the edges are *barely* brown while leading into the main coloration. That's an example of good texture blending. Keep it up!
Thanks for the suggestion CW. I will go back into the area and have a look. The left side does look flat.
Never too late to bake
PJ
#50
Posté 26 janvier 2011 - 11:13
More playtesting and a longer to do list 
1920x1080http://img163.imageshack.us/img163/8972/beachbattle.jpg[/IMG]
PJ
1920x1080http://img163.imageshack.us/img163/8972/beachbattle.jpg[/IMG]
PJ





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