I agree with kamal. I always try to provide the most finished product to my playtesters. A good playtester is hard to come by and you absolutely don't want to burn them out. Fix everything you can find first. Use the playtesters to find stuff that you can't. That way you get less bug reports after release and you don't have to play FTP tag with the NWVault on a bimonthly basis.
North of the Moonsea
Débuté par
Hilltop2012
, nov. 03 2011 12:10
#26
Posté 04 décembre 2011 - 03:01
#27
Posté 04 décembre 2011 - 03:09
It's all little cosmetic stuff that I'm going to knock out in the morning.
#28
Posté 04 décembre 2011 - 03:25
"I'm ready for testers" should be "everything is 100 complete and working as far as I know" unless you specify otherwise.
#29
Posté 04 décembre 2011 - 07:44
#30
Posté 04 décembre 2011 - 08:36
#31
Guest_Chaos Wielder_*
Posté 05 décembre 2011 - 03:21
Guest_Chaos Wielder_*
If I'm not mistaken, rain is entirely controlled by visual effects painted down in the toolset.
#32
Posté 05 décembre 2011 - 11:54
Hilltop, those areas look really nice. Regarding the rain, do you have the chance set to "always" and the variation set to "none". I have only ever used rain once and I used those settings with the rain power set to "stormy". As far as I know it worked every time. It always worked in testing (but that was over 1 year ago).
I wonder if there are game settings that may be turning the rain off in-game.
I wonder if there are game settings that may be turning the rain off in-game.
#33
Posté 05 décembre 2011 - 01:23
Chaos,
There are area property settings for rain. I know there's visual effect for snow, at least I think.
M Reider,
That's exactly how I have the properties set. I think I checked the in game settings and couldn't find anything. The rain isn't necessary or anything, but now I'm curious about it. Maybe my machine isn't rendering it for some reason. I might make a little test mod tonight and do some experiments.
There are area property settings for rain. I know there's visual effect for snow, at least I think.
M Reider,
That's exactly how I have the properties set. I think I checked the in game settings and couldn't find anything. The rain isn't necessary or anything, but now I'm curious about it. Maybe my machine isn't rendering it for some reason. I might make a little test mod tonight and do some experiments.
#34
Posté 05 décembre 2011 - 01:50
The one area I have with rain I used the placed effects (Rain, Heavy, No Splash) and sounds.
Also I was checking out the screenshots in the gallery. The grey gloom over that town is great, it has that "I've got a bad feeling about this" vibe.
Also I was checking out the screenshots in the gallery. The grey gloom over that town is great, it has that "I've got a bad feeling about this" vibe.
#35
Posté 05 décembre 2011 - 02:06
Thanks Shaughn, the climate for that region is supposed to be cold and wet. Visual effects seem to be the sure fire way to go for rain.
#36
Posté 07 décembre 2011 - 03:54
#37
Posté 07 décembre 2011 - 08:04
The rain with splash VFX is not much use in an area that is not flat, use the vfx on water only if your area is not flat and the water is at the lowest point within the aoe of the vfx.
Rain should be set to heavy and always then it should be okay otherwise use the VFX without splash.
Look like you have it covered on the lighting but using sound will finish the area off a treat.
Nice looking areas, if you wanted to knock the green back on the swamp you could use deep pea green at 10% over the sweamp areas then use it at 15% in smaller areas to create interesting shadows in the lower areas I find that works better than two grass textures most of the time.
[edit - perhaps not the right effect for a cold marsh]
I can play test for a week or two I think but, as the other have said, the better it is polished the more useful I wil be to you.
PJ
Rain should be set to heavy and always then it should be okay otherwise use the VFX without splash.
Look like you have it covered on the lighting but using sound will finish the area off a treat.
Nice looking areas, if you wanted to knock the green back on the swamp you could use deep pea green at 10% over the sweamp areas then use it at 15% in smaller areas to create interesting shadows in the lower areas I find that works better than two grass textures most of the time.
[edit - perhaps not the right effect for a cold marsh]
I can play test for a week or two I think but, as the other have said, the better it is polished the more useful I wil be to you.
PJ
Modifié par PJ156, 07 décembre 2011 - 08:05 .
#38
Posté 07 décembre 2011 - 05:56
at the screen above i would change the color of the distance fog to something more bluish. right now it stands out too extreme.
#39
Posté 07 décembre 2011 - 06:45
Thanks for the suggestions, Hopefully, I'll have some time to try some things out tonight.
#40
Posté 23 décembre 2011 - 06:32
Here is an updated screen


This is going to be used as an image in a cutscene.

I'm getting really close. I was having some trouble with the scripting in the last boss fight. But I think I have that resolved. Pj156 has been testing it and so far has only been reporting some misspelled words and things that need polish.


This is going to be used as an image in a cutscene.

I'm getting really close. I was having some trouble with the scripting in the last boss fight. But I think I have that resolved. Pj156 has been testing it and so far has only been reporting some misspelled words and things that need polish.
#41
Posté 23 décembre 2011 - 06:45
That last shot is a great "distance shot". It make it seem like those are mountains and far away.
#42
Posté 23 décembre 2011 - 08:10
That third screen is very nice. I like areas like that and they are hard to do.
PJ
PJ
#43
Posté 23 décembre 2011 - 10:16
Those are some great screen shots. I also like the third, but at the same time I feel like the fog should cover the whole area. Don't know much about the area and I may be wrong, but a light blanket of white fog just hanging over the ground may just polish that area off.
#44
Posté 24 décembre 2011 - 12:26
The third screenie looks great. I agree with Shaughn. Try settign the fog start distance to between 0 and 10 and see how that does. I guess you could use the ground fog VFX, but you may have to use a lot if it is a big area. The area fog would be easier on system resources.
Screenies are great and I've been hearing good things about the mod. Best of luck!
Screenies are great and I've been hearing good things about the mod. Best of luck!
#45
Posté 01 janvier 2012 - 03:14
Bumping to let other lurkers (read: folks like me) know that Hilltop's module has hit the Vault.
http://nwvault.ign.c...h.Detail&id=501
Edit: ohh, and Happy New Year.
http://nwvault.ign.c...h.Detail&id=501
Edit: ohh, and Happy New Year.
Modifié par EnialusMeliamne, 01 janvier 2012 - 03:18 .
#46
Posté 01 janvier 2012 - 08:36
The Vault files for Hilltop's campaign are having issues at the moment, so keep an eye on his posts on the vault site. Two of us (myself and another) experienced issues where you could not exit an Inn after the initial cut scene. He has posted that he's going to upload again ASAP as well.
#47
Posté 01 janvier 2012 - 04:19
Thank you Enialus. I have a new file pending on the FTP site. It might be a little while before its transferred over since it's a Holiday. I think it corrupted when I was compressing it because the new one is about 10 kb bigger. When I'm sure that a playable version is on the vault I'll post here.
#48
Posté 01 janvier 2012 - 05:39
NP Hilltop. Figured a timely bump would be good for exposing it to the folks. I'm definitely looking forward to playing it in the not to distant future.
#49
Posté 08 janvier 2012 - 01:58
#50
Posté 08 janvier 2012 - 05:10
Thanks for the updated campaign, and best of luck going forward. This is one I would like to play, and hope to get around to do so. I think your work will be well received, as it has been already.
I noticed in the comments section that you are using Kaldor Silverwand's deck of trumps for the party editor. This is a fine way to do it. Players just need to know that a module has to be a "campaign" in order to access the party creation funtion. That's why it is not available for some other "modules" unless the player converts them into a campaign first.
I noticed in the comments section that you are using Kaldor Silverwand's deck of trumps for the party editor. This is a fine way to do it. Players just need to know that a module has to be a "campaign" in order to access the party creation funtion. That's why it is not available for some other "modules" unless the player converts them into a campaign first.





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