Shadow Thief: Crimmor
#226
Posté 30 novembre 2011 - 06:26
#227
Posté 30 novembre 2011 - 07:14
That's it almost exactly. I did that, and used cave tiles for the space I'd blocked off. The waterfall placeable can be used as "glass" via turning off uv scrolling (light ray gfx also make good subtle "glass") In this case it's an aquarium rather than a terrarium, so instead of turning off the uv scroll I lowered the amount of scrolling significantly to get the effect of slowly swirling waters. While the entirety of the area is blocked to the player with a walkmesh trigger, the trigger only covers the "window" made from the railing and waterfall, so I can put creatures inside). Tile blocks hide the parts of the waterfall that shouldn't be visible.M. Rieder wrote...
So it looks like you blocked off a bit of the room, put in a waterfall effect and the sunken ruins railing, then put in the plants and then the rock face backdrop. Is that right? It looks like a terrarium behind glass. Is that the effect you were going for. It looks very interesting. It is very creature use of placeables to make an interior interesting.
I do like making natural type features indoors for interest if the owner is wealthy or a wizard or the like. It's an easy way to add some space and visual interest indoors, and enough people have terrariums/aquariums in real life that it adds some quasi realistic flavor ingame.
#228
Posté 01 décembre 2011 - 02:29
#229
Posté 01 décembre 2011 - 05:50
#230
Posté 01 décembre 2011 - 07:45
JasonNH wrote...
That is some excellent and creative work in those interiors, kamal. Love it.
I absolutely agree. While NWN2 adventures have often had very interesting exteriors, I've felt that many interiors were repetitive and uninteresting. You're doing a wonderful job getting creative and changing all that.
#231
Posté 05 décembre 2011 - 11:40
I have plenty of boring interiors tooMasterChanger wrote...
JasonNH wrote...
That is some excellent and creative work in those interiors, kamal. Love it.
I absolutely agree. While NWN2 adventures have often had very interesting exteriors, I've felt that many interiors were repetitive and uninteresting. You're doing a wonderful job getting creative and changing all that.
#232
Posté 06 mai 2012 - 01:43
Armor with hidden pockets for hiding weapons from people
250x150http://1.bp.blogspot.com/-GkNgHfOA8FQ/T6XMjVRuq-I/AAAAAAAABMA/X4tEOV1E0Ko/s1600/hpocket+%285%29.jpg[/img]
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250x150http://2.bp.blogspot.com/-4DLzNprIkvg/T6XMgZL_M6I/AAAAAAAABLg/1xPg8S13dHs/s1600/hpocket+%281%29.jpg%5Bimg=250x150[/img]
Modifié par kamal_, 06 mai 2012 - 01:46 .
#233
Posté 06 mai 2012 - 12:48
#234
Posté 06 mai 2012 - 01:47
There's no seperate inventory, it hides things in the regular inventory from scripts designed to search the inventory. Hidden pocket armor is standard armor with the tag "sh_pocket" anywhere in the item tag. The hiding property gets built into any scripts that would be used to search a pc, via detection of the "sh_pocket" string in the tag of worn inventory.M. Rieder wrote...
How does the player access the hidden pocket? Is there another slot that I'm not seeing or does the armor have a on activate special property or something?
So for instance our intrepid hero is captured by some goblins and thrown into their jail. Naturally the goblins are going to take away the player's weapons. The goblins taking the weapons from the hero would of course be done via a script that searches equipped items and inventory for weaponry. Normally this type of script would just remove anything identified as a weapon. Instead of just removing all weaponry found, the script I wrote first detects the amount of Hidden Pocket class armor worn (it can be any armor, as long as it's tagged appropriately) and calculates a hiding capacity for different weapon sizes based on what's worn. As the script loops through the pc inventory looking for weapons, if it finds a weapon it checks it's base item type and determines which size category it falls into (mostly based on the nwn2 weapon sizes, modified a bit) and keeps track of the number of items in that size category (in the third pic you can see this clearest, the debug of the capacity and carried as it detects the short sword in inventory and assigns it to the small carried category). Once the number of items of a given size is greater than the hiding capacity, that item and further items are found by the goblins and removed.
If you remember my hidden weaponry code, it's similar. Hidden weaponry works by essentially saying anything with sh_hidden in the tag is not a weapon in my scripts that check for weapons.
By using the FindSubString function in scripts, you can make new categories of items based on item tag instead of item type. Tag based scripting is as flexible as your imagination.
Modifié par kamal_, 06 mai 2012 - 02:17 .
#235
Posté 06 mai 2012 - 04:53
#236
Posté 06 mai 2012 - 07:02
Here's another thing you can do, fake out alignment detection:M. Rieder wrote...
Pretty cool. I like it.
My inventory is empty. The NPC correctly detects my true alignment.
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A planar mote hides my alignment as Lawful Good. The first mote in my inventory is detected, since it's "at the top of the bag" it radiates strongest.
250x150http://3.bp.blogspot.com/-Iqh7dm8c5zQ/T6bJMaF-FZI/AAAAAAAABMc/W6hvCYicDd0/s1600/align_detect+%282%29.jpg[/img]
A different planar mote hides my alignment as Chaotic Evil. By changing the inventory order, the Abyss mote now has priority and is what's detected
250x150http://3.bp.blogspot.com/-7ZKmV9FBP3Y/T6bJNBwv2UI/AAAAAAAABMk/f1UQnm1PEeA/s1600/align_detect+%283%29.jpg[/img]
Note that planar motes are one time items. in these test area screens they aren't destroyed in order to be shown in inventory for explanatory purposes, but ingame they are destroyed when they function. There's a chatbox message informing the player a mote activated, and the item description indicates it will happen.
Modifié par kamal_, 06 mai 2012 - 10:19 .
#237
Posté 06 mai 2012 - 08:49
#238
Posté 06 mai 2012 - 09:36
In Crimmor, virtually no one will talk with you if you are visibly holding a weapon. To paraphrase some npcs, "Walking around Greatsword drawn may fly in backwoods places like Neverwinter, but not in Crimmor." They also look at you funny if you're wearing full plate in the middle of the city. Light armors don't change reactions, because many people are employed in trades like the caravans where wearing leather clothing is appropriate.M. Rieder wrote...
So I'm guessing there is fairly in-depth NPC interactions based on alignment and what weapons you are wielding and such. I think that level of realism will be welcomed in the community. I enjoy rogues and I'm glad that they will have such a prominent place in Crimmor.
Just like I have special armor, I have special hidden weapon categories. The weapon is visible to you, but the npc simply doesn't "see" it.
kamalpoe.blogspot.com/2011/03/crimmor-hidden-weaponry.html
#239
Posté 04 juillet 2012 - 08:28
I fixed a problem with the 2da preventing my loadscreens from working. Also added loadscreens for some areas I didn't have.
I've added a lot of static cameras throughout the module. There's a good amount of interacting with placeables via conversation, and some regular conversations where the location of the npc is known. Static cameras let me have more "cinematic" camera angles, and will hopefully make conversations more dramatic and enjoyable.
Filled in some placeholder conversations, and somewhat developed a placeholder quest I'd put in to address a hole in the plot.
Current making my first pass through areas placing sounds. It's a large and lengthy project, since I'm doing all custom sound out of my Freesound project. The upside of doing this is Crimmor won't sound like anyone else's module.
Todo list of non quest/conversation stuff:
Finish placing sounds and make sure they all work ingame. This is going to take a while.
Get guards to react properly to a door that's open when it shouldn't be.
Set store hours and get that working.
Get conversational spell use working.
Add ambiance npc's in city exteriors and stores.
Fix foraging, I broke the script I'm using.
Get random results from pickpocketing working.
#240
Posté 04 juillet 2012 - 09:36
#241
Posté 04 juillet 2012 - 09:42
There is no area music, only what the bards play. But don't worry, the Freesound stuff has taken care of the bards.Arkalezth wrote...
What about music, will you do like in Path of Evil (i.e. only in taverns, etc)?
#242
Posté 21 juillet 2012 - 03:42
www.youtube.com/watch
In this demo video a non hostile guard such as a city guard notices door is open that shouldn't be, for instance a shop that is closed for the night. Changing to a player hostile only faction, the guard moves to and closes the door, and begins searching for the pc. As the guard finds the pc the guard moves to confront the pc (guard movement restricted for this demo). After a given time, the guard gives up the search and returns to it's original faction. Notice since the guard is only hostile to the player the guard does not attack anyone else standing around the test area.
There's still a few bits to work out here (the guard should confront a pc before closing the door if the pc is visible, and I want to npc to face away from the door while looking around for instance), but it works.
Modifié par kamal_, 21 juillet 2012 - 04:39 .
#243
Posté 21 juillet 2012 - 04:12
Hidden Theurgy gives the ability to cast spells in conversation without giving away what you are doing via the normal casting motions and effects, and requires both sleight of hand and spellcraft skill checks plus knowing a relevant spell. Hidden Theurgy is very useful for a pc that mixes magic with theivery, like the Arcane Trickster prestige class. It is one of my pseudo feats, not a true feat, something you can earn ingame that opens up extra possibilities. Only one pseudo feat can be active at a time, though you can switch among pseudo feats at your house (mostly, the Dark Host pseudo feat overrides the rest).
#244
Posté 21 juillet 2012 - 04:16
#245
Posté 21 juillet 2012 - 04:43
that's cool. suggest you put a check in such that if the guard sees the PC it stays hostile and gives chase longer, until the PC is non-perceptedkamal_ wrote...
Town guard monitoring a door.
www.youtube.com/watch
#246
Posté 21 juillet 2012 - 04:52
Yes, I planned on adding that. There's still tweaks needed to the behavior, but I have the core behavior working now and worth showing. If you remember, I have the guards monitoring lights as well using a similar script.kevL wrote...
that's cool. suggest you put a check in such that if the guard sees the PC it stays hostile and gives chase longer, until the PC is non-perceptedkamal_ wrote...
Town guard monitoring a door.
www.youtube.com/watch
#247
Posté 22 juillet 2012 - 02:14
I hadn't shown any area screenshots in some time. Here is one from the Drover's Gate area at sunset in the toolset. I'm going to have to figure out how to make that walkable.
400x200http://2.bp.blogspot.com/-vwqex1adtq8/UAwIzxT5vyI/AAAAAAAABNQ/rqsRSHIWm4c/s1600/cr_droversgate.jpg[/img]
Modifié par kamal_, 22 juillet 2012 - 02:15 .
#248
Posté 22 juillet 2012 - 04:14
#249
Posté 22 juillet 2012 - 04:40
Thanks. Poor is what I was going for in that part of the area.Alupinu wrote...
Have you figured out a way to get two walk-mesh helpers to combine? for one continues bridge. Nice area btw, very ghetto.
In Path of Evil I have an area that is almost entirely walkways suspended in mid air. The trick there was I moved all my walkways down to ground level (or I brought the ground up, I forget). Then placed a single giant walkmesh helper over the entire area. Then I used the walkmesh cutter to cut the non walkable areas out (anything not on the suspended walkway). Since the walkways were at the ground level while I was cutting, this was easier to line up than if they were in the sky. Once I cut the walkways, I returned the ground to it's proper height. So the trick seems to be to use a single larger walkmesh helper, then cut away with the walkmesh cutter.
In Crimmor I've done walking on rooftops by making the building itself an environmental object, and then using a combination of walkmesh helpers and cutters. This has worked successfully. Using a walkmesh ramp I haven't done yet. I have a goal of using only stock content. If I can put in the ramp helper while building, then remove it for release after baking things, I might do that.
I have a few areas that I am going to try to to add some options to via walkmesh trickery. I need to get options that don't require that working first in case I can't. I plan on doing it via having duplicate versions of an area with a different walkmesh, to allow walking under and across a bridge for instance via one map that has walking under, and another that has walking across.. We'll see.
Modifié par kamal_, 22 juillet 2012 - 04:49 .
#250
Posté 22 juillet 2012 - 06:48
A walk-mesh ramp? You talking about the stairs?
Yes being that the maps are technically 2d you would have to make two maps.
My next question is when the player is on the roof can he see creatures walking around on street level?





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