I was wondering why it took you longer to do external areas than internal ones ( I'm the opposite unless it's a tavern as I'm probably on my twentieth by now ). But now I can see why that looks really good especially the little waterfalls leading to the individual streams.
Tales from the Lake of Sorrows - Campaign thread
Comenzado por
PJ156
, jul 03 2012 10:56
#26
Guest_Iveforgotmypassword_*
Escrito 12 noviembre 2012 - 05:11
Guest_Iveforgotmypassword_*
#27
Escrito 12 noviembre 2012 - 06:23
Thanks Tsongo,
It does depend I guess but my interiors tend to be small and flow well. I have to do High hedge interior, that might take me a while, though I have some ideas for some elevators (Inspired by fanglewood). That should fill up some space.
I agree though about inns, I have done one or two myself
PJ
It does depend I guess but my interiors tend to be small and flow well. I have to do High hedge interior, that might take me a while, though I have some ideas for some elevators (Inspired by fanglewood). That should fill up some space.
I agree though about inns, I have done one or two myself
PJ
#28
Escrito 12 noviembre 2012 - 06:39
PJ156 wrote...
The windmill is a compromise for the water mill but the movement you get from it makes up for that. An animated water mill would be very nice indeed.
Maybe see if you can get ahold of this?
#29
Escrito 12 noviembre 2012 - 06:43
PJ you've got a (flimsy) excuse to play BG1 at least as far as Bargost and High Hedge 
They'll be interesting to see.
They'll be interesting to see.
#30
Escrito 12 noviembre 2012 - 11:19
Tchos, that is a very cool watermill. I am not signed up to utube but I might and see if the owner of the model bites? Makes me want to dust of my 3DMAX8 and see what I can do ....
ODNZ - You are right of course, now I have a perfect excuse and the time would not be wasted:) I have already used one or two npcs from BG1 Keldath Ormyr is still there most notably ... I realy dont know if I have the courage to use Noober though
.
PJ
ODNZ - You are right of course, now I have a perfect excuse and the time would not be wasted:) I have already used one or two npcs from BG1 Keldath Ormyr is still there most notably ... I realy dont know if I have the courage to use Noober though
PJ
#31
Escrito 12 noviembre 2012 - 11:36
The owner of that model is probably Bethesda, it looks very much like Skyrim's watermill.PJ156 wrote...
Tchos, that is a very cool watermill. I am not signed up to utube but I might and see if the owner of the model bites?
www.aleciashepherd.com/Skyrim_Journal/ScreenShots/beautiful_day_to_watch_the_water_mill.jpg
#32
Escrito 13 noviembre 2012 - 01:14
Ahhh I see ... So why the Utube post do you think, is that the creator showing off thier skills?
Also I see the same problem with your image as in the utube one. A wheel of that type should penetrate the running water only just to the depth of the blades. Otherwise the drag from the blades still in the water reduces the efficiency ot the wheel to the point where it does not work. Also breaking the blades pretty quickly.

That technical detail aside I guess I won't get to play with the mill model any time soon?
PJ
Also I see the same problem with your image as in the utube one. A wheel of that type should penetrate the running water only just to the depth of the blades. Otherwise the drag from the blades still in the water reduces the efficiency ot the wheel to the point where it does not work. Also breaking the blades pretty quickly.

That technical detail aside I guess I won't get to play with the mill model any time soon?
PJ
Editado por PJ156, 13 noviembre 2012 - 01:16 .
#33
Escrito 13 noviembre 2012 - 06:03
Heh Noober was in Nashkal so no need to worry about him 
The only important named NPC's from Bargost I can think of are:
Keldath Ormlyr, Preist of Lathander (interestinglingy the temple is just outside the town in its own area and it's hugh)
Thalantyr, the wizard of High Hedge
Taerom, the weapon/armour smith
Firebead Elvenhair, the wizard has a house across the way from the Freepost Inn. he knew the Bhaalspawn of Candelkeep
The only important named NPC's from Bargost I can think of are:
Keldath Ormlyr, Preist of Lathander (interestinglingy the temple is just outside the town in its own area and it's hugh)
Thalantyr, the wizard of High Hedge
Taerom, the weapon/armour smith
Firebead Elvenhair, the wizard has a house across the way from the Freepost Inn. he knew the Bhaalspawn of Candelkeep
#34
Escrito 14 noviembre 2012 - 07:07
Thanks for the run down, Keldath and Thalantyr I have, along with Melincamp - no longer in chicken form. I've mixed them up a bit though and given them my personalities.
I hope it's appreciated but there wont be much I can do if it's not
PJ
I hope it's appreciated but there wont be much I can do if it's not
PJ
#35
Escrito 14 noviembre 2012 - 07:10
You can count me as one who always appreciates little details like that.
#36
Escrito 14 noviembre 2012 - 01:07
I think it's fun to pull in OC stuff where possible. It kind of anchors the campaign in the reality of the cannon material even if my interpretation is perhaps not quite what people are expecting.
PJ
PJ
#37
Guest_Iveforgotmypassword_*
Escrito 14 noviembre 2012 - 01:43
Guest_Iveforgotmypassword_*
My lack of knowledge of such matters would probably lead to crucifiction on the vault so I stay well clear. But I would like to make a mod where you can kill Nasher as I can't stand him, stick that in as a high level sidequest and I'll give you an eleven !
#38
Escrito 15 noviembre 2012 - 11:27
I think Nasher is safe for now though he is not cast in a good light in my mods.
I am all but done with this area now and the new blueprints are sorted out. Convos and scripting to go and three small sub areas and then I can move on. Another small outdoor area then is on to high hedge itself which is going to be fun but hard going on the area design side of things. With High Hedge done then this part of the module will be complete and I am on to the final module in the campaign.
It all sounds so simple.
Still this is the last big outdoor area and, for me, they suck up time like no other part of the mod creation process.

High Hedge village area and the Wheylan Cross.
PJ
I am all but done with this area now and the new blueprints are sorted out. Convos and scripting to go and three small sub areas and then I can move on. Another small outdoor area then is on to high hedge itself which is going to be fun but hard going on the area design side of things. With High Hedge done then this part of the module will be complete and I am on to the final module in the campaign.
It all sounds so simple.
Still this is the last big outdoor area and, for me, they suck up time like no other part of the mod creation process.

High Hedge village area and the Wheylan Cross.
PJ
#39
Escrito 14 diciembre 2012 - 11:13
I will update with some screens soon but I am building high hedge at the moment which is the setpiece area for this half of the module. I will have my first section testable by end Jan I think, all being well.
I wanted to do the rotaing light that is in BG in high hedge. I have opted to us a rat with a glwong orb vfx on it. Its done now but it was funny seeing the rat running round in circles in the play test
PJ
And the music I have for this area is just awesome ... Tillman Silescu has done it again for me
Go to here and search on keyword Barbarian.
I wanted to do the rotaing light that is in BG in high hedge. I have opted to us a rat with a glwong orb vfx on it. Its done now but it was funny seeing the rat running round in circles in the play test
PJ
And the music I have for this area is just awesome ... Tillman Silescu has done it again for me
Go to here and search on keyword Barbarian.
#40
Escrito 30 diciembre 2012 - 10:26
I have been looking at the opening video for the tales series and this is the draft. It needs tidying up in powerpoint as the graphics are thrown in at the moment and the aspect is wrong but once that is done and it is pinned better to the music I think this is it.
A few hours more work and the first half of the last mod will be done and out for playtesting. I have a script to do that I have never done before though so we shall see
Anyways, for your viewing pleasure here is the opening video for Tales from the Lake of Sorrows.
PJ
A few hours more work and the first half of the last mod will be done and out for playtesting. I have a script to do that I have never done before though so we shall see
Anyways, for your viewing pleasure here is the opening video for Tales from the Lake of Sorrows.
PJ
#41
Escrito 31 diciembre 2012 - 07:05
Looks good PJ!
#42
Escrito 05 enero 2013 - 02:13
Thank you Mr Don 
I am in play test for the first half of the mod now and will have that complete this weekend. There are a few fixes to date then I hope to have it looked at externally.
So far so good. The combat is too easy but I need to balance that when I have the whole campaign complete. There is too much treasure but that can be fixed too.
I had no end of trouble scripting a stone staue returning to flesh and in the end did it by convo and script. The statue was an npc with a heartbeat statue script so destroying it was hard while giving a smooth transition to the fleshy version of the npc. In the end I went with setting it script hidden with a small fx while spawning the npc. It gives a nice smooth transition. I know it could be done better but I am a very pragmatic builder. If it works and it's stable then I have no urge to chase down another, more slick, method.
The last part of this module is planned out too and I now know what areas, resources and scripts I need. There are more new areas that I planned but that is the way with these things. There are no new hubs though and that is what slows things down for me. I do have to build a section of Neverwinter but I will use converted OC areas for that as I did in Module V of the series.
I want this off my desktop now; mentally, it's fully formed and I find myself drifting off to the next project and the new npc's for that are growing in my mind. That's a dangerous time for me I have often left things unfinished becuase the new was more exciting than the old.
None the less here is a play test screen, more will follow I am sure.

Tomb.
I am in play test for the first half of the mod now and will have that complete this weekend. There are a few fixes to date then I hope to have it looked at externally.
So far so good. The combat is too easy but I need to balance that when I have the whole campaign complete. There is too much treasure but that can be fixed too.
I had no end of trouble scripting a stone staue returning to flesh and in the end did it by convo and script. The statue was an npc with a heartbeat statue script so destroying it was hard while giving a smooth transition to the fleshy version of the npc. In the end I went with setting it script hidden with a small fx while spawning the npc. It gives a nice smooth transition. I know it could be done better but I am a very pragmatic builder. If it works and it's stable then I have no urge to chase down another, more slick, method.
The last part of this module is planned out too and I now know what areas, resources and scripts I need. There are more new areas that I planned but that is the way with these things. There are no new hubs though and that is what slows things down for me. I do have to build a section of Neverwinter but I will use converted OC areas for that as I did in Module V of the series.
I want this off my desktop now; mentally, it's fully formed and I find myself drifting off to the next project and the new npc's for that are growing in my mind. That's a dangerous time for me I have often left things unfinished becuase the new was more exciting than the old.
None the less here is a play test screen, more will follow I am sure.

Tomb.
Editado por PJ156, 05 enero 2013 - 02:17 .
#43
Escrito 05 enero 2013 - 02:59
Ohh, that's a nice trick using estate walls to make piers for the sarcophagi.
#44
Escrito 05 enero 2013 - 05:01
Thanks, they make good stone benches too. I will put up a screen when I get to that bit.
There is a stairwell in the next room which came out well too but it terminally bugged the game so I have to fix it. I am pretty sure I know what the problem is. So I will post that when it is fixed as well.
PJ
There is a stairwell in the next room which came out well too but it terminally bugged the game so I have to fix it. I am pretty sure I know what the problem is. So I will post that when it is fixed as well.
PJ
Editado por PJ156, 05 enero 2013 - 05:03 .
#45
Guest_Iveforgotmypassword_*
Escrito 06 enero 2013 - 11:45
Guest_Iveforgotmypassword_*
Looking good and to have nearly finished something that's taken so long is a great achievement. There have been a lot of big modules that never happened or part ones and twos that never got any further and that's a great shame. To join that club now would be a terrible thing and leaving players and npc's in limbo along with something hanging over your head waiting to be done forever would be a pity.
The ending's the easiest part to write anyway as all the variables are in, there are no more quests or combat to deal with or things like that and it's one of my favourite bits to do and that's not because it's over it's just because it is and it's nice to say goodbye to the npc's that you brought to life..
Keep up the good work and it'll be done soon then you can give yourself a big pat on the back safe in the knowledge that you didn't fall by the wayside like so many that bit off more than they could chew.
The ending's the easiest part to write anyway as all the variables are in, there are no more quests or combat to deal with or things like that and it's one of my favourite bits to do and that's not because it's over it's just because it is and it's nice to say goodbye to the npc's that you brought to life..
Keep up the good work and it'll be done soon then you can give yourself a big pat on the back safe in the knowledge that you didn't fall by the wayside like so many that bit off more than they could chew.
#46
Escrito 14 enero 2013 - 09:17
Hey there PJ156. I just finished Module 5, and have enjoyed all so far. Good work! Any new ETAs on the finale? I can't help but wonder how the story moves to Beregost and not Waterdeep. Any plot previews you can share? Did Morag move back to the Tysan Residence? That is one dramatic house
#47
Escrito 14 enero 2013 - 07:51
Thanks, I am pleased you enjoyed it, if you are Samir on the vault then thanks for the great bug list. I have replied there on that.
The story moves to Beregost for good reasons that you will see in the next mod. That one is complete and I am working on the last one. I am hoping to be done by March end but cannot promise. A trip to Waterdeep may well e on the cards but I will not be modeling any part of the city ... not for this mod anyway.
The Tysan household is a somewhat disfunctional one but it would be so much less fun if it were not so. I am happy to spoil a bit but PM me if you want to know more ...
Thanks for the post, it's nice to see a new name here.
PJ
The story moves to Beregost for good reasons that you will see in the next mod. That one is complete and I am working on the last one. I am hoping to be done by March end but cannot promise. A trip to Waterdeep may well e on the cards but I will not be modeling any part of the city ... not for this mod anyway.
The Tysan household is a somewhat disfunctional one but it would be so much less fun if it were not so. I am happy to spoil a bit but PM me if you want to know more ...
Thanks for the post, it's nice to see a new name here.
PJ
Editado por PJ156, 14 enero 2013 - 07:52 .
#48
Escrito 14 enero 2013 - 09:58
Hi PJ - Good on you for getting near to release for this one - At this rate you're going to get it uploaded before my next effort!
(Nice to hear you on the podcast recently too:-))
Cly.
(Nice to hear you on the podcast recently too:-))
Cly.
#49
Escrito 15 enero 2013 - 10:31
Thanks Cly, I though Oasis was all but done?
PJ
PJ
#50
Escrito 10 marzo 2013 - 09:58
Things have moved along in the last month and I am down to my last two areas. One is just being polished up (see below) the other is a great library (yes another one) which I have yet to start but should not be challenging.
Then I have the npc convos to do and the opening and closing video to fit into the module. Then it's playtest time.
The first five module are pretty smooth but I have to balance run them now that the principle npc can be of any class that changes some of the earlier combat. Also some of the npc transitions are not perfect.
None the less two months should see me done, maybe less.
It's an exciting time for me, this has been 4 - 5 years in the making I have come on a long way in that time. My next project will be much better
Just don't tell the wife.

PJ
Then I have the npc convos to do and the opening and closing video to fit into the module. Then it's playtest time.
The first five module are pretty smooth but I have to balance run them now that the principle npc can be of any class that changes some of the earlier combat. Also some of the npc transitions are not perfect.
None the less two months should see me done, maybe less.
It's an exciting time for me, this has been 4 - 5 years in the making I have come on a long way in that time. My next project will be much better

PJ
Editado por PJ156, 10 marzo 2013 - 09:59 .





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