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Material for Overland Areas


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#1
Androrc

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I have been looking for material for making overland areas in which the PCs can travel.

I found these excellent overland placeables: http://nwvault.ign.c....Detail&id=7774

Does anyone know of other material for overland areas, such as a tileset or more placeables?

#2
Rolo Kipp

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 <Likes feeling like...>

Lilliput! =)

It's a bit more work, and a different feel to traveling, but have you looked at Darkness over Daggerford World Map System?

I am working on a combination of world map and the travel-nodes of Travel Builder (I think that will work well with my conditional transitions).

<...a giant>

#3
_six

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I just made my own world map model from scratch for my module. Not that it's very useful to you, but if you feel like taking the plunge to model something original, it may help inspirationally.

#4
Androrc

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Rolo Kipp wrote...

 <Likes feeling like...>

Lilliput! =)

It's a bit more work, and a different feel to traveling, but have you looked at Darkness over Daggerford World Map System?

I am working on a combination of world map and the travel-nodes of Travel Builder (I think that will work well with my conditional transitions).

<...a giant>


I did, I even incorporated it successfully. But I would prefer a system more like actually walking on the map.

_six wrote...

I just made my own world map
model from scratch for my module. Not that it's very useful to you, but
if you feel like taking the plunge to model something original, it may
help inspirationally.


Looks awesome ;)

#5
Pstemarie

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Believe or not, its not as hard to make as it would seem either. After seeing Six's placeable worldmap I decided to make something similar but as a tileset.

#6
Rolo Kipp

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<looks dubiously...>

I really like the idea of the worldmap showing weather :-) Maybe make some tiny cloud (Thunderstorm!) creatures that move like grazing sheep (Wolf!)...

And season...

I'd say the whole inspiration thing is working _six :-)

<...up at the sky>

#7
Pstemarie

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Some toolset shots. You can really see the city icon in the second shot. I did the model in a couple of hours one evening then used tile slicer to cut it into tiles.

Posted Image

Posted Image

Modifié par Pstemarie, 24 août 2011 - 07:33 .


#8
Androrc

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Looks pretty good :)

#9
_six

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Hm. My system was closer to the Darkness Over Daggerford method of clicking on locations - I just made it so once you click on one, the camera rotates, zooms & pans towards it to give the impression of travel. Kind of a cheap way of doing it in a way, but from how NWN plays I prefer it to the overland map. I mean, I love a lot of the old JRPGs with their overland maps, I just don't think it plays well in NWN.

It also had to do with the fact my map was so high poly I didn't want to take the risk of adding a walkmesh. I had to split it apart into continents to prevent the game crashing trying to render it already.

Re: weather & time... basically all I did was make the area an exterior and let my global weather scripts affect it. Nothing snazzy with clouds. That'd be really cool tho.

Modifié par _six, 24 août 2011 - 08:01 .


#10
Pstemarie

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_six wrote...

Hm. My system was closer to the Darkness Over Daggerford method of clicking on locations - I just made it so once you click on one, the camera rotates, zooms & pans towards it to give the impression of travel. Kind of a cheap way of doing it in a way, but from how NWN plays I prefer it to the overland map. I mean, I love a lot of the old JRPGs with their overland maps, I just don't think it plays well in NWN.

It also had to do with the fact my map was so high poly I didn't want to take the risk of adding a walkmesh. I had to split it apart into continents to prevent the game crashing trying to render it already.

Re: weather & time... basically all I did was make the area an exterior and let my global weather scripts affect it. Nothing snazzy with clouds. That'd be really cool tho.


Yeah - I use the "cheap" method too. The PC is invisible on my map, but I don't pan the camera when the PC clicks on the icon - they just walk there instead. I may tweak it more, since I like your method a little better.

#11
Fester Pot

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I've done the same as 6.

Day/night cycles for the world map with a few upgrades to the DoD release of their excellent world map system.

Checks to see the area in which the PC is coming from and all associated area sounds are turned on when on the world map - so you hear swamp sounds if you're coming from a swamp and town sounds if you're leaving from a town. I opted to out from custom drawn placeables for the world map and use candles - if they're on, you've been there and if not, you need to walk there, just as in DoD.

Although, I do like the spinning effect you've got going on AT to a new area 6.

What I'm trying to do is create a map that is worth going to and make it interactive. A time of day/night reference the player can click on, the footsteps for knowing where they are, a backpack to open their inventory. Clouds for a weather report. I'd like a book to open their journal but there doesn't seem to be a scripting hook for it.

FP!

Modifié par Fester Pot, 24 août 2011 - 08:37 .


#12
Rolo Kipp

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<twiddles his thumbs...>

_six wrote...

Hm. My system was closer to the Darkness Over Daggerford method of clicking on locations - I just made it so once you click on one, the camera rotates, zooms & pans towards it to give the impression of travel. Kind of a cheap way of doing it in a way, but from how NWN plays I prefer it to the overland map. I mean, I love a lot of the old JRPGs with their overland maps, I just don't think it plays well in NWN.

It also had to do with the fact my map was so high poly I didn't want to take the risk of adding a walkmesh. I had to split it apart into continents to prevent the game crashing trying to render it already.

Re: weather & time... basically all I did was make the area an exterior and let my global weather scripts affect it. Nothing snazzy with clouds. That'd be really cool tho.


I really like the use of maps, real graphical maps for players.  

I'm pretty impressed with the DOD worldmap system and I think it ties into the Travel Builder system of networked nodes of travel pretty well. That's important for me in that I have always felt that it's the isolation of settlements that creates so much adventure... I really emphasize the exploration element for my players.  A lot easier to do if I can control the release of information :-) Which is a lot harder to do with the overland route.

I really did like the pan & zoom effect, though. :-) 

And how did you do the crows on the corpse?! Sorry, off this topic...

But I think I'll put worldmap meteorology on my gmax self-learning course ;-)

Can you imagine a thunderstorm - complete with lightning strikes - hovering over the place your player is being told to go next? Talk about foreboding! =)

<...and whistles up a storm>

#13
Rolo Kipp

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<speaks up...>

Pstemarie wrote...

Some toolset shots. You can really see the city icon in the second shot. I did the model in a couple of hours one evening then used tile slicer to cut it into tiles.


Sweet :-)

I like the idea for placeables that look like the city (village) they're supposed to represent.

<...and represents>

#14
Birdman076

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What about a overhead view of a scaled down flying dragon model so it looks like you are flying over the land on the back of a dragon.

#15
Androrc

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Birdman076 wrote...

What about a overhead view of a scaled down flying dragon model so it looks like you are flying over the land on the back of a dragon.


There is a scaled down flying dragon in the Arcane Space tileset, as well as spelljamming ships that could pass as airships.

Modifié par Androrc, 26 août 2011 - 12:57 .