That would be fantastic. Very generous of you indeed. I've been wanting to build a tree-city and your walkways would be fantastic!
Update on Dragonlance Custom Content.
Débuté par
PDubulous
, avril 02 2012 03:49
#26
Posté 19 avril 2012 - 10:58
#27
Posté 20 avril 2012 - 01:41
A nice, high-quality video has just been added to my blog. It shows a lot of the work done so far.
http://dragonlancenights.com/
http://dragonlancenights.com/
#28
Posté 20 avril 2012 - 10:30
Ok... So just what kind of ass-kissing do I need to do to get that water effect?
#29
Posté 20 avril 2012 - 10:36
Lol, my plan for the water is to finish a few more "wet" placeables and then release it out to the community with a tutorial. It will have a things like wet rocks and bridges as well as waterfalls etc, etc. There are a few more things I need to finish up on that to get it ready to go.
#30
Posté 22 avril 2012 - 04:22
#31
Posté 22 avril 2012 - 11:50
sent you an email.
#32
Posté 22 avril 2012 - 11:51
Now if any one can just get me set up on a Kinder char....I can cause much evilness.
#33
Posté 23 avril 2012 - 03:58
New screens and a new tutorial. I also discuss the rigors of building an asset heavy 32x32 area with two levels. Digital Logistics!
http://dragonlancenights.com/
http://dragonlancenights.com/
#34
Posté 24 avril 2012 - 10:55
First...this project looks AMAZING! I can already see the potential of these assets in many other areas besides the obvious DL applications, which I'm very looking forward too. Always liked the DL universe more than FR.
I am concerned about performance of such assets on lower end systems, and as your latest blog suggests, you are seeing performance issues with large 32x32 areas. That isn't surprising. 32x32 areas are unstable, not just for graphical reasons...the game just has issues processing them. Corruption is common with 32x32, so I would be sure to be keeping backups of your backups, which I'm sure you do.
At anyrate, this all looks great and I look forward to seeing it in game.
I am concerned about performance of such assets on lower end systems, and as your latest blog suggests, you are seeing performance issues with large 32x32 areas. That isn't surprising. 32x32 areas are unstable, not just for graphical reasons...the game just has issues processing them. Corruption is common with 32x32, so I would be sure to be keeping backups of your backups, which I'm sure you do.
At anyrate, this all looks great and I look forward to seeing it in game.
#35
Posté 25 avril 2012 - 02:28
Thanks for the compliment. As far as the assets themselves go, I am making a real effort to keep all of the textures 512 and below and only adding alphas if needed. Same goes for tint maps, etc. I also have massively lowered the poly counts of all of these assets. I currently do not have a single asset over 500 polys. Actually, thats not true, the branches do, but they are combination assets which eliminated the need for more, In the long run, they saved memory. While it is true, I have seen some FPS drops lately they never get below 40 so I am fine there. I stopped building the top part of Solace and will complete the bottom first. Then I will go back and build the top in the duplicated area after I clean out the unnecessary assets from below. I have been working on that the last few days so I don't have any nice screens to show. Soon I will though.
I have confidence these assets will be highly usable by the rest of the community in loads of ways. The bridge systems themselves are very flexible and many of the other assets add some really cool features IMHO. I have been messing with cliffs alot the last few days as well as the rocks and I have some nice new assets that really add some great land scaping abilities I think. Tomorrow I hope to put up a picture of the gorge I made today. It came out pretty nice, just the river carved it out of the terrain. I also did a mass resize of all of my textures and cleaned out old assets that were very out dated.
The toolset does give some issues every once in awhile, but the Solace area runs great in the game. I am really excited to get to a release point.
I have confidence these assets will be highly usable by the rest of the community in loads of ways. The bridge systems themselves are very flexible and many of the other assets add some really cool features IMHO. I have been messing with cliffs alot the last few days as well as the rocks and I have some nice new assets that really add some great land scaping abilities I think. Tomorrow I hope to put up a picture of the gorge I made today. It came out pretty nice, just the river carved it out of the terrain. I also did a mass resize of all of my textures and cleaned out old assets that were very out dated.
The toolset does give some issues every once in awhile, but the Solace area runs great in the game. I am really excited to get to a release point.
#36
Posté 25 avril 2012 - 03:08
Man, you create more assets in two days than I've managed in two years. Keep it up, it's inspiring!
#37
Posté 25 avril 2012 - 01:06
I managed to knock out 10MB just by deleting the grass from the Solace area and rebaking. Then again, I am a grass junkie, at least in the sense of NWN2. I will throw in the grass at the end I think, just to be sure I use it sparingly. I might have to come up with a system for that too.
#38
Posté 25 avril 2012 - 01:23
Did you by chance make LODs for each of your custom placeables? That would help with performance as well. I haven't taken the time to do that myself, but my stuff had been used in very small interiors...plus i'm just lazy like that =)
#39
Posté 25 avril 2012 - 03:14
I have not yet. I am debating on whether or not I should. At least for Solace I have the clipping distance set relatively low and most of the placeable are already so low poly. I actually don't have many performance issues. Most of my issues are toolset related just for the sheer number of assets and the size of the area. Even these issues are rare. When I get all of the lower level of Solace completed, I will go back and evaluate performance then and see if I need the LoD assets. If I do, I will prob check out LoD textures first before actually lowering the poly count on any of the assets. I cleared out a lot of things and am cleaning up the lower level. So far things are running great.
#40
Posté 03 mai 2012 - 03:20
I ended up lowering the max area size to 16x16 and that cleared up my toolset issues. I had to rethink my approach to building Solace, but playing the Witcher 2 is like sitting in on a Master class in Level Design so it gave me some good ideas about how to go about it. Some new screens are up as well as some information on releasing some of the content.
http://dragonlancenights.com/
http://dragonlancenights.com/
#41
Posté 04 mai 2012 - 10:46
#42
Posté 06 mai 2012 - 02:22
Very nice!
I noticed in some of your earlier screens you had a watermill in there. Did you manage to get that animated? I had plans for an animated watermill myself but it looks like you may have beaten me to the punch!
I noticed in some of your earlier screens you had a watermill in there. Did you manage to get that animated? I had plans for an animated watermill myself but it looks like you may have beaten me to the punch!
#43
Posté 07 mai 2012 - 02:10
I do have a watermill. Its actually a realistic mill with an interior and a grain hopper. It needs some work. Its more in a placeholder status right but it works. I need to seperate the exterior and interior pieces, right now they are all one piece.
Modifié par PDubulous, 07 mai 2012 - 02:10 .
#44
Posté 08 mai 2012 - 03:13
Awesome, and you got the watermill animated IG as well?
#45
Posté 09 mai 2012 - 01:17
I do.. The entire watermill is cranking away. Although the mill was in a section of the 32x32 Solace that was deleted in the conversion to 16x16. So it will need to be rebuilt.
I put up some new screens as well.
EDIT: "a new screen."
I put up some new screens as well.
EDIT: "a new screen."
Modifié par PDubulous, 09 mai 2012 - 01:18 .
#46
Posté 10 mai 2012 - 10:23
#47
Posté 12 mai 2012 - 03:23
I put up a screen of something totally new.
Also, does anyone know what the in game default sky assets are? I know how to do the custom skyboxes but the in game night sky is pretty nice with the stars and such. I just want to change the moons for obvious reasons. I don't think they use an image because the stars twinkle. A huge 2 frame animated TGA? Any info would be appreciated.
Also, does anyone know what the in game default sky assets are? I know how to do the custom skyboxes but the in game night sky is pretty nice with the stars and such. I just want to change the moons for obvious reasons. I don't think they use an image because the stars twinkle. A huge 2 frame animated TGA? Any info would be appreciated.
#48
Posté 12 mai 2012 - 11:14
From what I recall, no one has been able to accopmplish this. If you did, I think it would be a first. I'm not sure anyone has even made a successful skybox that shows the sun/moon.
#49
Posté 12 mai 2012 - 11:23
In Fallout and Skyrim, when in debug mode, you can select assets in the game. Is there any commands like that for NWN2? I couldn't find one on the list. I think they are incomplete though.
#50
Posté 12 mai 2012 - 11:43
When you say select assets, do you mean placeables and such, or something else? The only way I know how to select things in game is by right clicking them, but this only works on selectable objects and only works with some debug commands and scripting functions.





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