Aller au contenu

Photo

Sailboat / Ship / Boat -- Area Model(s) Available For Module Use ??


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
Niko Daemon

Niko Daemon
  • Members
  • 124 messages
Does any1 know if there will be boat-type models included with the toolset??  (Area/Level Generation?)

A good portion of my module revolves around ship-board access (not necessarily sailing, per se), and I have not read anything related to this.  I did read [in other posts] about the boundaries set with the water, but that will work. 

I am interested in knowing if these models might not be available in the toolset, or if modders need to design them.  One cutscene I am planning may have to be completely omitted if there is no boat.

Any info any1 has, please tell...
(that includes an "Official" response from Bioware). 
Posted Image

Modifié par Niko Daemon, 29 octobre 2009 - 04:01 .


#2
flem1

flem1
  • Members
  • 1 300 messages
Uhh, import them from NWN2 CC? What did Miller use for Dark Waters anyway?

#3
Adinos

Adinos
  • Members
  • 341 messages
While converting models from NWN2 is certainly possible in theory, it is pretty much a "no-no" from an ethical and legal point of view, unless Obsidian gives explicit permission.

Now, I (obviously) cannot speak for BioWare, but I would not be surprised if they implemented a policy of not allowing distribution (on the social site) mods containing content that violates the intellectual property rights of a third party.

As for what types of boat-related props are included, well...you might have to wait until next week when you can start up a model browser and look at all the available models.

Modifié par Adinos, 29 octobre 2009 - 09:48 .


#4
flem1

flem1
  • Members
  • 1 300 messages
Eh? I don't mean game assets, I mean the CC modders made and converted to NWN2 format.

#5
Adinos

Adinos
  • Members
  • 341 messages
Ah, sorry...I thought you meant taking the NWN2 models and converting them.

Anyhow, converting any community-created models (although I was not aware of any community-created ship models - even the airships in NWN were based on game assets) should not be a problem, as soon as model export/import tools become available - whether that is on game launch day or a bit later.

Modifié par Adinos, 29 octobre 2009 - 11:09 .


#6
Elvhen Veluthil

Elvhen Veluthil
  • Members
  • 353 messages
Denerim seems to be a port city and you have to get into a boat to reach Kinloch Hold, so I think there should be some ship models available.

#7
Beerfish

Beerfish
  • Members
  • 23 830 messages
There are some ship models, I just can't remember off hand if they are sailing ships. And though they are not 'in game interactive' you could make a very convincing cutscene of the ship moving with participants on board.

#8
Niko Daemon

Niko Daemon
  • Members
  • 124 messages

Adinos wrote...

As for what types of boat-related props are included, well...you might have to wait until next week when you can start up a model browser and look at all the available models.


Ya, I wasn't hoping 2 convert content, but rather 2 use existing (if poss).  And I know next wk's launch will answer many ppl's questions...  I am just 2 eager 2 wait !!!

#9
Niko Daemon

Niko Daemon
  • Members
  • 124 messages

Elvhen Veluthil wrote...

Denerim seems to be a port city and you have to get into a boat to reach Kinloch Hold, so I think there should be some ship models available.


That's what I was thinkin, but didn't want 2 take it 4 granted that the assets would be there.  They've been in many other games/mods, and I planned on them being there (in my da:o module), but hadn't heard anything specific.

I'm just hoping they will be there at the start... 

#10
Niko Daemon

Niko Daemon
  • Members
  • 124 messages

Beerfish wrote...

There are some ship models, I just can't remember off hand if they are sailing ships.


Excellent.  Awesome news, actually. 


And though they are not 'in game interactive' you could make a very convincing cutscene of the ship moving with participants on board.


I was definitely thinking this.  My module, "Purgatory," is set on an island.  I was planning on making the Intro/Ad with the players sailing towards it.

Can't wait 2 get my claws on the toolset.

#11
Beerfish

Beerfish
  • Members
  • 23 830 messages
I did a test a while back by placing a character in a small boat on some water and then moved the boat forward. I looked pretty good for just a rough test.

#12
FalloutBoy

FalloutBoy
  • Members
  • 580 messages

Beerfish wrote...

There are some ship models, I just can't remember off hand if they are sailing ships. And though they are not 'in game interactive' you could make a very convincing cutscene of the ship moving with participants on board.


Can you clarify this? If it is not interactable, doesn't that mean that it is static, and then how would you make it move in a cutscene?

In NWN 2 there were static placeable ships, but you couldn't move them around. You could only walk on them if you used walkmesh tricks. There was also 1 moveable boat. It was just a creature that had a ship model. You could move it around with scripts or even add it to your party. The only reason they had the 1 creature boat was for a specific cutscene in the OC where there was a moving ship.

And technically, in NWN 2 you could make anything interactable by putting an invisible placeable around a static object. So the player would interact with the invisible object but it would look like you were clicking on whatever was under it. You just couldn't make static objects move around.

Modifié par FalloutBoy, 29 octobre 2009 - 04:36 .


#13
Beerfish

Beerfish
  • Members
  • 23 830 messages
You can move just about anything in a cutscene. By not interactive I was talking about in game. As in you can't get on the ship and sail away. Now you can probably use some of the tricks you listed to move things around in game. It is an easy process to move things like placeables around in the cutscene editor without the use of any scripting, that is what I was getting at.

#14
Niko Daemon

Niko Daemon
  • Members
  • 124 messages
Was planning on doing just that... Cutscenes onboard that seemed like at sea, cutscenes that seemed like player just arrived at new port, maybe some interesting cinematics 4 the dialogues.



Also, wanted 2 have an intro cinematic (with 'moving' boat a definite plus) on a ship going to island of "Purgatory." Already have some ideas based on the forum discussions about water and boundaries.

#15
Driggan

Driggan
  • Members
  • 123 messages
Excellent, will be cool to make some naval battles of some kind. Out of curiosity, are there cannon models as well?

#16
Beerfish

Beerfish
  • Members
  • 23 830 messages

Driggan wrote...

Excellent, will be cool to make some naval battles of some kind. Out of curiosity, are there cannon models as well?


Not sure, there are a lot of various placeables and props.  I don't remember seeing any canons.

#17
Niko Daemon

Niko Daemon
  • Members
  • 124 messages

Beerfish wrote...

Driggan wrote...

Excellent, will be cool to make some naval battles of some kind. Out of curiosity, are there cannon models as well?


Not sure, there are a lot of various placeables and props.  I don't remember seeing any canons.



Naval battles would be SO cool, but that is beyond the scope of my module.  I did contemplate special encounters at sea, but scrapped the idea and made my intro post-event.

As for the canons, not the resident expert, but even if they just had back-drop drawings, u could place invisible placeables at the "muzzle-end" of the drawing with special scripted effects (e.g., fireballs or such).