Jabberwocky - The Exterior Interior Trick
#1
Posté 14 septembre 2013 - 11:27
The first is the Cheshire Cat tavern which is owned by the players father and a common meeting area throughout the module.
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161053.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161108.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161252.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161310.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161359.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161522.jpg[/img]
The second area is a seacave that the player will find through the overland map. I wanted the player to be able to see the seashore outside when inside the cavern.
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_080413_212554.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_081013_162431.jpg[/img]
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_081013_162616.jpg[/img]
Anyway, enjoy the screenies and keep on building.
#2
Posté 15 septembre 2013 - 12:23
I used an exterior-as-interior on my last area, too, though I also did a few interiors using Crystal Violet's invisible tile construction helper as the base. One major advantage of using the exterior method instead of invisible tiles is that you have a lot more freedom with the ground.
#3
Posté 15 septembre 2013 - 04:07
#4
Posté 15 septembre 2013 - 04:50
#5
Posté 15 septembre 2013 - 06:12
How have you handled the transition? Does the PC walk from out side to in directly or is there still an area transition to make. I have played with this concept too but not on this scale. I have made small areas to represent interiors so the player can walk from one into the other. This takes the whole concept up a stage and looks very impressive.
I wanted to do what you have done with the cave and tried repeatedlty withinterior tiles but to no avail. That caves mouth looks very good indeed.
PJ
#6
Posté 15 septembre 2013 - 06:49
#7
Posté 15 septembre 2013 - 07:04
#8
Posté 15 septembre 2013 - 07:18
* or because of the c2/c3 meshes the camera can't zoom out that far.
Modifié par -Semper-, 15 septembre 2013 - 08:35 .
#9
Posté 15 septembre 2013 - 11:09
#10
Guest_Iveforgotmypassword_*
Posté 15 septembre 2013 - 03:41
Guest_Iveforgotmypassword_*
Apart from massive mushrooms and floating terrain of course
#11
Posté 15 septembre 2013 - 04:02
The BCK roof pieces are set to fade, and as environmental objects, you can zoom the camera past the roof.
The upper half of walls can also be set to fade.
The fade isn't necessarily optimal, since you know what it looks like -- like the trees fading, you can still see them dimly, and maybe that's distracting. For that reason, I prefer to work with edited BCK pieces -- separate pieces for interiors and exteriors, with the interior ceiling pieces having no top, so you can see through them exactly the same way as the standard NWN2 interior ceilings.
#12
Posté 15 septembre 2013 - 07:14
Tchos wrote...
The fade isn't necessarily optimal, since you know what it looks like
there're also people who play without fade, like me
#13
Posté 15 septembre 2013 - 07:25
1. Modder: Remove the top faces for the interior ceilings
2. Player: Zoom the camera in to just below the ceiling (still not necessary to use character mode for that).
3. Player: Consider turning on fade just for these areas?
#14
Posté 15 septembre 2013 - 08:30
The outer walls are setup to completely block the camera with some smoke and mirrors so that you stay "inside". The area will use an area transition from outside to in so it will stay consistent with other areas.
#15
Posté 15 septembre 2013 - 08:44
#16
Posté 16 septembre 2013 - 04:56
Level design is always a plus for me, and I'm glad to see when others are thinking outside of the box as well.
I look forward to how this mod(s) turns out, and again wonderful work.
Modifié par seraphimsage, 16 septembre 2013 - 05:14 .
#17
Posté 19 septembre 2013 - 08:58
It's just a different system.
#18
Posté 19 septembre 2013 - 09:18
Eguintir Eligard wrote...
Semper what you are talking about is the problem with NWN2 if you try to make a dragon age style area, that is, walls and ceilings made ouf of pure placables, the engine doesn't realize they are to be treated as boundaries so the camera doesn't know to follow you from within them.
It's just a different system.
There are a few placeables that will properly block the camera. I use that to my advantage in the tavern area above.
#19
Posté 19 septembre 2013 - 10:12
For example, the TileBlock 01 or Tileblock 02, which I find useful to surround a placeable-built room to prevent any unwanted back sides of placeables from showing, or objects that extend further than they need to. Their effect was demonstrated in one of the early videos I posted of the lighthouse interior, showing the camera moving inside the placeable walls if you angle the camera downward to an over the shoulder view.MokahTGS wrote...
There are a few placeables that will properly block the camera. I use that to my advantage in the tavern area above.
#20
Posté 19 septembre 2013 - 11:15
I'm not sure what the 'PlaceableModelType' column does. Most values are zero, but there are a few with a value of '2'.
#21
Posté 15 octobre 2013 - 04:46
I wanted to make an area like this for chapter one of my campaign... but then I abandoned the idea for I didn't know a way. I wanted the party to enter from a waterfall into a cave, without a transition. Still I don't know if it is possible... but looking at these, maybe it is?
Modifié par andysks, 15 octobre 2013 - 04:47 .





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