Know when to fold 'em?
#1
Posté 02 juin 2011 - 12:44
#2
Posté 02 juin 2011 - 01:01
If you're not sure, you could divide it in shorter modules, and release the first one in some months or a year. After that, you can decide if it's worth it to continue.
Modifié par Arkalezth, 02 juin 2011 - 01:03 .
#3
Posté 02 juin 2011 - 01:03
But otherwise... I think the community will still be around, most make modules for the sake of making it for themselves anyway, I feel fairly confident horses will be done well before then too.
#4
Posté 02 juin 2011 - 01:08
NWN2 the only one that allow night/day cycle and multiplay.
DAO awesome cutscene and animation, but crappy lightning, and not as powerfull for texture. Wich one to use ? It really depend on what you want to do, since they are both better and worst than the other depending on what you do.
Modifié par Shallina, 02 juin 2011 - 01:11 .
#5
Posté 02 juin 2011 - 01:47
If you're thinking about single-player or non-DnD modding, DAO is a good way to go. Oblivion (Skyrim when it comes out) is pretty solid as well, but you're more or less limited to single-player only and action-based combat.
Of course, you could always hack in some dialogue support and do some cool things via Kismet in UE3... but I wouldn't recommend it
#6
Posté 02 juin 2011 - 02:27
#7
Posté 02 juin 2011 - 05:52
We just need to get the word out that NWN2 in 2011 is a different beast than the 2006 release, and the best is yet to come.
#8
Posté 03 juin 2011 - 04:06
#9
Posté 03 juin 2011 - 08:43
#10
Posté 03 juin 2011 - 11:48
-Semper- wrote...
what is missing to take nwn2 into heaven is full modding control over the camera. i would love to get the overlandmap system without its restricions. i would love a rotat- and panable camera with 2 zoom levels (far away and close to the group) too. skywing gave us all the needed libraries to accomplish this but i suck at programming.
hmm, yes, GestaltCamera system anyone? That would be awesome to have again. Plus horse mounts would be great (
#11
Posté 03 juin 2011 - 12:24
slowdive.fan wrote...
-Semper- wrote...
what is missing to take nwn2 into heaven is full modding control over the camera. i would love to get the overlandmap system without its restricions. i would love a rotat- and panable camera with 2 zoom levels (far away and close to the group) too. skywing gave us all the needed libraries to accomplish this but i suck at programming.
hmm, yes, GestaltCamera system anyone? That would be awesome to have again. Plus horse mounts would be great (at Hellfire) .
I'm working to solve the mount issue, Now someone needs to get that camera modded!
#12
Posté 03 juin 2011 - 12:52
Personally I'd like to see Kinect mo-cap into nwn2 animations. Then the poor animations complaint could be more easily dealt with.
#13
Posté 03 juin 2011 - 02:46
#14
Posté 03 juin 2011 - 04:17
#15
Guest_Chaos Wielder_*
Posté 03 juin 2011 - 04:46
Guest_Chaos Wielder_*
#16
Posté 03 juin 2011 - 05:11
Ark,Arkalezth wrote...
Kamal, I noticed the camera was a bit different in PoE than in other mods. If I zoomed in, the camera was above my character's head. Out of curiosity, I did the same in another module, and the camera was lower, focused on the head, not above. Did you change anything?
the simplest way to do that is in Appearance.2da. I believe Pain's version has this adjusted under HEIGHT - go down the column, find the playable races (it's not as easy as it sounds ..) and increase the values ~0.5
that won't increase the height of characters, just where the camera focuses in Exploration, it seems. You can actually get a first-person feel going, with Shorties. ( combat distances benefit from a bit of effort here, too )
To the OP : build it and they will come. Seriously, if I hadn't upgraded my computer i'd still be tinkering away at an NwN mod. In a few years time i guess I'll be tinkering away at an NwN2 mod ..
#17
Posté 03 juin 2011 - 05:12
Chaos Wielder wrote...
Take your time. We'll still be here. Well, I know I will be. I've got to eventually finish something, don't I?
Not really, you can join RWS and start a bunch of stuff you never finish
#18
Posté 03 juin 2011 - 05:37
#19
Posté 03 juin 2011 - 05:50
#20
Posté 03 juin 2011 - 09:27
kamal_ wrote...
@semper: the OM camera system is just a checkmark for a builder on an area built to scale. The player sizing type stuff is done via script. In other words, there's nothing special about that camera and no reason you couldn't have a normal camera on an OM (stock OM placeables were designed with that specific angle in mind, but you can always resize regular placeables).
i know and this is in fact exactly what i want to accomplish: kind of a recreation of the infinity feel while playing nwn2. creating level assets with a fixed angle is easier then modeling the whole level, which takes enormous time and effort to create something decent. i just want the camera to be panable with zooming, whithout rotating or changing the angle. while i can mimic this, except the pan movement, with the om camera setting, this camera comes with lots of restrictions like the missing quick spell menu or character menu. you simply can't use this mode to play the game.
another cool camera mode would be the zoom-, pan-, and rotatable camera but without chaning the angle. i don't want the player to look at the distance or into the sky. i want an oldschool feeling like the infinity engine provided but in 3d. that should be doable with the modding of the nwn2 libraries and a wrapper to change the hardcoded engine behaviour, but it's far above my skills
Modifié par -Semper-, 03 juin 2011 - 09:29 .
#21
Posté 03 juin 2011 - 10:36
#22
Posté 03 juin 2011 - 11:06
#23
Posté 03 juin 2011 - 11:35
MokahTGS wrote...
All the traditional UI is there and available.
some time ago i tried this with a completely new modul and just one area for testing. after checking the overland map setting the right mouse button works different. the examine window will pop up instead of the character menu. also the spellwindow (default key f) wasn't available. the rest of the ui was intact, therefore this has to be hardcoded.
in case i made something wrong and those two menus do work there is still the problem with fixed camera. a panning option is missing
Modifié par -Semper-, 03 juin 2011 - 11:38 .
#24
Posté 04 juin 2011 - 05:27
I think if you are going to lock the cam in an active play mode (not map) you pretty much gotta go gauntlet style 100% top down. Even then, the angle of objects still changes as you approach and its never near as close to infinity as you might want. If it was, I would have used it in my project upcoming.
#25
Posté 04 juin 2011 - 02:14
paint the graphics for pre-rendered backgrounds. I considered the idea of taking “snapshots” of several NWN2 placeables at just the right angle and distance with a black texture background to make available several graphics for infinity engine modding use. Has anyone done this? It would be especially great for trees.
I think releasing chapter groupings would be a great idea. It would be easy to transfer your character and the companion’s items/stats into the next campaigns. I’m thinking 1-3, 3-6, 7-9 for BaK.
Modifié par Batmanis64, 04 juin 2011 - 02:19 .





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