Request: Tileset model and/or texture overrides.
#26
Posté 23 novembre 2012 - 05:52
I agree with you Baba. I love some of the things the CEP has given us, but I also think it is sort of mismatched, which is also one of the guidelines I follow when modifying the game. I believe Project Q and NWNE do a great work when it comes to making coherent releases!
Now, just some open questions for you guys. I have long wanted to replace some of the furniture and fixed objects in the tilesets with higher quality models from placeables, mostly those converted from NWN2. Is this a bad idea? Would such dramatically impact the game or cause any issues? Has anyone done so before?
#27
Posté 23 novembre 2012 - 06:48
#28
Posté 23 novembre 2012 - 10:53
#29
Posté 23 novembre 2012 - 12:23
Modifié par NWN_baba yaga, 23 novembre 2012 - 12:24 .
#30
Posté 23 novembre 2012 - 12:23
Master Jax wrote...
Now, just some open questions for you guys. I have long wanted to replace some of the furniture and fixed objects in the tilesets with higher quality models from placeables, mostly those converted from NWN2. Is this a bad idea? Would such dramatically impact the game or cause any issues? Has anyone done so before?
The furniture from NWN2 depends too much on its textures which look totally out of place in NWN1. Other than that I don't see any problems with it because the engine can handle a few extra polygons in the interior tilesets which are relatively low-poly compared to external tilesets.
If I like some of the NWN2 furniture I usually recreate the model completely so it looks similar, but is actually a different model.
Modifié par Zwerkules, 23 novembre 2012 - 01:08 .
#31
Posté 23 novembre 2012 - 12:27
#32
Posté 23 novembre 2012 - 12:29
Master Jax wrote...
That's pretty much what I was thinking about, but I am worried the engine won't be able to cope. Just read some comments by Zwerkules on too many polygons and how the game can't take that much, and such not even accounting for shadows. This is why I am wondering if doing this would cause crashes or severe lag.
It depends on what you add if it causes lag or not. If it adds a lot of extra polygons it can still run smoothly if it has simplified shadows. What really kills the engine are complex shadows and/or lots of transparent textures.
This is seldom a problem in interior tilesets because there hardly are any complex shadows there and there's not so much need of transparent textures, but it can be a problem with lots of trees. If the whole trunk and lots of branches cast shadows, that adds a lot of work for the engine and the transparent foliage of the trees adds even more.
#33
Posté 23 novembre 2012 - 07:39
#35
Posté 25 novembre 2012 - 09:04
#36
Posté 02 décembre 2012 - 09:39
In response to the blurring you describe, one thing I think that slipped everyone's' mind is dds vs tga.
In my case, since I overrode ttr01_grass02 (an existing resource), I had to use a tga. The dds does not work in the override.
However if you convert my ttr01_grass02 into a dds and for example use it in a hak, it will not be blurry.
Anyway thought I mention it in case you were still wondering.
I didn't pick up on this right away because I use all dds via patch-hak method.
Modifié par T0r0, 02 décembre 2012 - 11:57 .





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