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North of the Moonsea


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49 réponses à ce sujet

#26
M. Rieder

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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.

#27
Hilltop2012

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It's all little cosmetic stuff that I'm going to knock out in the morning.

#28
kamal_

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"I'm ready for testers" should be "everything is 100 complete and working as far as I know" unless you specify otherwise.

#29
Hilltop2012

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I got the list knocked out. Just finishing the last area. It's a small exterior with a road and some hills.

Image IPB

Modifié par Hilltop2012, 04 décembre 2011 - 08:16 .


#30
Hilltop2012

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Here's a gloomy version. I have it set for heavy rain, but for some reason that's not working.

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#31
Guest_Chaos Wielder_*

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If I'm not mistaken, rain is entirely controlled by visual effects painted down in the toolset.

#32
M. Rieder

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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.

#33
Hilltop2012

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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.

#34
Shaughn78

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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.

#35
Hilltop2012

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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
Hilltop2012

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Another screenie. I think I'm going to change the grass texture to a little more autumn color. I want a cold marsh not a tropical looking one. Maybe even a little snow. This is another small area and the default setting is always night. At least I think, I already closed the toolset for the night :))

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#37
PJ156

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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

Modifié par PJ156, 07 décembre 2011 - 08:05 .


#38
-Semper-

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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
Hilltop2012

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Thanks for the suggestions, Hopefully, I'll have some time to try some things out tonight.

#40
Hilltop2012

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Here is an updated screen
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Image IPB

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

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
kamal_

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That last shot is a great "distance shot". It make it seem like those are mountains and far away.

#42
PJ156

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That third screen is very nice. I like areas like that and they are hard to do.

PJ

#43
Shaughn78

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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
M. Rieder

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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!

#45
EnialusMeliamne

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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.  :wizard:

Modifié par EnialusMeliamne, 01 janvier 2012 - 03:18 .


#46
EnialusMeliamne

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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
Hilltop2012

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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
EnialusMeliamne

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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
Hilltop2012

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 The campaign is on the vault and can be found here: nwvault.ign.com/View.php

#50
Dorateen

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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.