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New Project: Edinmoor: Broken Vessels


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#26
The Fred

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Nice.

#27
kamal_

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For PoE I implemented a raging duststorm for that desert canyon, would you like the daynight settings for that? www.youtube.com/watch

#28
Dorateen

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kamal_ wrote...

For PoE I implemented a raging duststorm for that desert canyon, would you like the daynight settings for that? www.youtube.com/watch


Would that be a persistent effect for the area? Or would the duststorm blow in and out at intervals?

Definitely, I would like to see the settings and try it out.

Thanks!

#29
kamal_

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Import this daynight (after you export the original of course in case you don't like it).
DayNightSet
There's also plenty of the "Thaymount Dust" vfx.

It would be a permanent duststorm/haze. Since the thay dust is a vfx, that could be turned off. The daynight is clearer at night, but foggier in the day, with the fog being duststorm colored.

#30
M. Rieder

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That duststorm looks really cool. Also I love the "How hard could a kobold beat you" dialogue option is great.

#31
Dorateen

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Well I just imported the day/night settings you used, kamal, and added a bit of Thayan dust. The dust doesn't show up well in the screenshot, but it's there. Maybe it is more prominent at a different time of day. I'll have to play a bit longer to get a feel for it.

Image IPB
By dorateen at 2011-11-17

#32
kamal_

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yeah you really have to throw down a lot of thayan dust to make a massive storm.

#33
JasonNH

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Let me know when you're looking for beta testers. :-) Good luck, looks like fun!

#34
Dorateen

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Thanks! I was thinking of allowing the party to take some action that would cause the "sand storm" to dissipate, i.e., the dust clouds would disapear.

But if I am working with dozens of Thayan dust effects to be destroyed, that could be problematic.

#35
JasonNH

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Hi Dorateen,

I also have a dust VFX created for a cutscene I did for Sands of Solvheil III. I plopped it down in the Desert Canyon to see how it looks.

youtu.be/jH8AMNPfQdc

It could be tailored to your preference for color and/or more or less dust pretty easily. It's a single VFX, so perhaps kamal's or this could make it easier for you rather than trying to place a bunch of Thayan dust clouds.

Modifié par JasonNH, 18 novembre 2011 - 05:29 .


#36
Dorateen

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Yeah, that looks good. The video captures the moving cloud a lot better than in a static picture.

I'd like to check out the vfx blueprint if you could drop it here or PM me.

Thanks!

#37
JasonNH

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Okay, I just threw the files into a dropbox folder. It's a simple PFX and the corresponding SEF file, so just copy a placed effect blueprint and assign the effect to fx_desert_wind.

fx_desert_wind.pfx

fx_desert_wind.sef

Modifié par JasonNH, 18 novembre 2011 - 06:41 .


#38
Dorateen

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JasonNH wrote...

Okay, I just threw the files into a dropbox folder. It's a simple PFX and the corresponding SEF file, so just copy a placed effect blueprint and assign the effect to fx_desert_wind.


Thanks! I created the new blueprint and put down the desert wind fx in the area. This definitely gives it a dusty, smokey appearance. However, when I set the day/night cycle to true, the character portraits are washed out. Maybe I did something wrong, and have to play around with it some more.

Image IPB
By dorateen at 2011-11-20

Anyway, I'm planning to finish off this area by the end of the month. Then I'll be moving on to the next location as the party advances in levels.

#39
Lugaid of the Red Stripes

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Have you tried using the day/night fog to get effect? Make sure to check "use day/night fog color" and set the fog start to 0.

#40
Dorateen

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Lugaid of the Red Stripes wrote...

Have you tried using the day/night fog to get effect? Make sure to check "use day/night fog color" and set the fog start to 0.


Yes, that seems to have done the trick. I just changed all the fog start settings to 0 in each day/night stage.

Thanks for the tip!

#41
Dorateen

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Here is a new area I've been working on, using Teper's Iron Hills prefab. Once the party makes their way out of the desert canyon, they will venture into the Hills of Asherim.

Image IPB
By dorateen at 2011-12-17

I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.

Harumph!

#42
kamal_

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I see the party is still level 1, is that by design and the party gains less than 1 level in the canyon, or is this just for testing?

#43
Dorateen

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kamal_ wrote...

I see the party is still level 1, is that by design and the party gains less than 1 level in the canyon, or is this just for testing?


Heh... I cheated, for testing purposes. There is actually lots of combat in the canyon that will bring the party to level 2. Possibly even mid way. I believe they will gain at least two more levels in this area.

#44
PJ156

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Dorateen wrote...

I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.

Harumph!


Looking at the text you are still maintaining the PnP feel you have in your other modules. I liked that and look forward to playing this one.

PJ

#45
Dorateen

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PJ156 wrote...

Dorateen wrote...

I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.

Harumph!


Looking at the text you are still maintaining the PnP feel you have in your other modules. I liked that and look forward to playing this one.

PJ


Thanks! As a matter of fact, that little bit was inspired when I was reading through the Pathfinder core rulebook. There is a chapter on Wilderness adventures, and naturally, chasms are detailed in the sections on hills and mountains.

The narrative descriptions are indeed used before almost all encounters, to give that PnP flavor. There is a fair amount of dialogue I've written, despite the focus on tactical combat, and I'm starting to get into NPC conversations I as go further. Right now, I was just doing a test run through the desert canyon, and got beat in a battle that would have leveled us up. Frustrating, but good fun!

#46
Dorateen

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Here's an interior area I've been working on.

Image IPB
By dorateen at 2012-01-07

The campaign is slowly coming together now. Just a matter of filling in the pieces. It's still early in the year, so I should be able to make a 2012 release.

Oh, and those aren't yer run-of-the-mill low level skeletons. Players might face them at 2nd or 3rd level, but some of these bones are class specific, and pretty tough.

Harumph!

Modifié par Dorateen, 07 janvier 2012 - 10:23 .


#47
PJ156

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Good to hear this is moving on. Shout when you need a play tester.

Is that and elf in your party there ... surprised he's even allowed close.

PJ

#48
Dorateen

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PJ156 wrote...

Is that and elf in your party there ... surprised he's even allowed close.

PJ


Oh, you mean Greenwood? Heh, yes, we allow him to come along with us... sometimes.

I'll definitely be needing play-testers, so you will hear soon enough.

Thanks!

#49
M. Rieder

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Dwarves are only happy when they are grumbling about something. What better to grumble about than an elf? Even better, an elf-mage!


Good job on the skeletons. It is always more fun to get some variety. Do you have any stumpy skeletal dwarves for me to blast into pieces?

#50
Dorateen

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M. Rieder wrote...

Good job on the skeletons. It is always more fun to get some variety. Do you have any stumpy skeletal dwarves for me to blast into pieces?


Ha! I did make a high-powered dwarven skeleton near the end of The Halls of Hamhock. Trying to communicate with him and avoid combat was a wiser course of action for most.

Harumph!