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#251
rjshae

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The one concern I have is that they are taller than most of the stock buildings; as much as some of the larger Mulsantir houses. Hopefully that won't cause an issue. I'm hoping to add some lower Tudor-style buildings later, and hopefully 4760 will be able to port some as well.

 

They do at least blend decently well with the Slum Row houses, after a little judicious tinting.



#252
Tchos

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I think taller and bigger houses in general can only be a good thing here.



#253
Nagual

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I agree with tchos.

I have some started project somewhere like this,even bigger in fact of some labyrinth city with hight bridge linking each part of street so you can go from one side of street to another using interior tileset ect.It change a lot nwn 2 feeling when size seem real..and if you miss door cause of building size you can always ad door with stair to lvl 2 house ect.

 

The main idea was if you can t see far away,you can play a lot more with the LOD to keep all detail around and put a lot of those little placeable that make a city lively.You could even make them 1 tri at lod 2 or even LOD 1 as they won t be in looking range.(as far as i remember,using fog to determine,lod 1 is around 80 and lod 2 150.Need to recheck btw.)

Making some reworked skyring is necessary too(and easy).The basic city one are ugly.I would open a simple one(like hill),make it a square keeping the side x/y;use a screen shot from some placeables houses as a texture for that square and just cut along wall and roof.

 

The possibility to ad simple collision mesh for a group of sided house is nice too (like the invisible placeable from sgk).I dislike when you can follow or shoot people not hided by building.But you need to have placeable entrance that extrude from the wall and it was easier as i created thing directly for my map and not really for other builder.



#254
4760

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The one concern I have is that they are taller than most of the stock buildings; as much as some of the larger Mulsantir houses. Hopefully that won't cause an issue.

I for one chose the doors as the reference: I rescale all the buildings I convert to NWN2 so that the height of the door is the same as the standard one (which means that about half of the time I have to create special doors for the new buildings, because of a difference in width).

 

 

rjshae, on 01 Nov 2014 - 10:28 PM, said:

hopefully 4760 will be able to port some as well.

Yes, I've finished the farms set, I'll start the the city buildings after I'm done with the blue slaad (wrong weights on some vertices to correct) and the Valsharess (I'm still trying to figure out a way of showing/hiding the belt in real-time, and not wait for the next transition. I tried with various versions of the armor - with and without the belt - but it only works from belt to no belt. I also tried with special effects, before I found that the don't apply to items).


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#255
rjshae

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I for one chose the doors as the reference: I rescale all the buildings I convert to NWN2 so that the height of the door is the same as the standard one (which means that about half of the time I have to create special doors for the new buildings, because of a difference in width).

 

That's pretty much how I'm doing it--scaling the model so the door height is 2.7. I've been mostly fortunate that the door openings on these models are about the right ratio.

 

Yes, I've finished the farms set, I'll start the the city buildings after I'm done with the blue slaad (wrong weights on some vertices to correct) and the Valsharess (I'm still trying to figure out a way of showing/hiding the belt in real-time, and not wait for the next transition. I tried with various versions of the armor - with and without the belt - but it only works from belt to no belt. I also tried with special effects, before I found that the don't apply to items).

 

These will all be welcome. :)



#256
Eguintir Eligard

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Is that bridge seperate rajesh?

#257
rjshae

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Is that bridge seperate rajesh?

 

Not in this model. He has some modular design models that could be used; not sure if I'll get to those though.

 

According to Wikipedia, rajesh means king and ultimate power. :police: :devil:



#258
Eguintir Eligard

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rajesh koothrappali

#259
PJ156

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If we're changing names round based on anagrams of the original, I think I would like to be known as JP  :P

 

JP



#260
rjshae

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If we're changing names round based on anagrams of the original, I think I would like to be known as JP  :P

 

JP

 

J.P. Patches



#261
PJ156

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It's a good look, does it suit me?

 

JP


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#262
Eguintir Eligard

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I'll be riingtune

#263
4760

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after I'm done with the blue slaad (wrong weights on some vertices to correct)

That one is complete, I'll release it when Loki_999 (or anybody wanting to do the beta testers) gives the green light.

 

 

 

and the Valsharess (I'm still trying to figure out a way of showing/hiding the belt in real-time, and not wait for the next transition. I tried with various versions of the armor - with and without the belt - but it only works from belt to no belt. I also tried with special effects, before I found that the don't apply to items).

I finally got it working. Final testing complete, all works as expected. Unfortunately I don't have time to create the hak and override zip tonight, but it sure will be released this week-end at the latest.


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#264
rjshae

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So many goodies. It almost makes me want to go add more non quest flavor areas to Crimmor, fishmongers and stuff.

 

So close... but the perms don't allow it, unfortunately. Sure would be a nice addition though.



#265
Tchos

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Could always ask, just in case.



#266
kamal_

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I agree with tchos.

I have some started project somewhere like this,even bigger in fact of some labyrinth city with hight bridge linking each part of street so you can go from one side of street to another using interior tileset ect.It change a lot nwn 2 feeling when size seem real..and if you miss door cause of building size you can always ad door with stair to lvl 2 house ect.

 

The main idea was if you can t see far away,you can play a lot more with the LOD to keep all detail around and put a lot of those little placeable that make a city lively.You could even make them 1 tri at lod 2 or even LOD 1 as they won t be in looking range.(as far as i remember,using fog to determine,lod 1 is around 80 and lod 2 150.Need to recheck btw.)

Making some reworked skyring is necessary too(and easy).The basic city one are ugly.I would open a simple one(like hill),make it a square keeping the side x/y;use a screen shot from some placeables houses as a texture for that square and just cut along wall and roof.

 

The possibility to ad simple collision mesh for a group of sided house is nice too (like the invisible placeable from sgk).I dislike when you can follow or shoot people not hided by building.But you need to have placeable entrance that extrude from the wall and it was easier as i created thing directly for my map and not really for other builder.

Crimmor has some areas that have tall buildings if you just wanted to walk around and see how tall buildings look from a game perspective. The Tudor style buildings rjshae shows shouldn't really be a problem unless you start grouping them close together and expect the player to maneuver among them. For example, to get to one of the dead drops in Purse Ward in Crimmor you have to go into a small cul-de-sac off what amounts to an alley. The cul-de-sac is made of stock buildings, but the camera angle I generally use makes maneuvering in there more difficult than if I used a more top down camera view.



#267
4760

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No-one is pregnant (except perhaps Sydney Natale)

I started with humans, but the other races will follow soon (see this post for the picture).


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#268
Dann-J

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I started with humans, but the other races will follow soon (see this post for the picture).

 

Nice work. They should certainly add a degree of difficulty to escort quests. Usually you just have to get the NPC to the destination alive (even if 'near death'), but escorting a pregnant woman would require more care (anything less than 90% hit points could cause her to miscarriage, for instance). Plus she'd move a bit slower than the average NPC.

 

I wonder what implications pregnancy has on resurrection spells? Would you resurrect both mother and child, or just the mother? If both, would the child grow up to have other-worldly powers ("I see dead people")? :P


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#269
Eguintir Eligard

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This is one of those creepy going to far with d&d rule questions moments

#270
Tchos

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I think it would depend whether the fetus is far enough along to be viable or not.  If so, you'd need two spells.



#271
Dann-J

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I think it would depend whether the fetus is far enough along to be viable or not.  If so, you'd need two spells.

 

Resurrection and Raise Dead are both touch-range spells, so you'd better have some rubber gloves handy if you intend to raise a foetus. :wub:

I doubt a foetus would have more than one hit point, so only Raise Dead would be necessary. Just don't confuse it with Animate Dead - that could be unpleasant.



#272
Eguintir Eligard

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I ain't gonna lie to you danny j, you're one messed up Lil kid

#273
Dann-J

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I ain't gonna lie to you Dann-J, you're one messed up Lil kid

 

The last time anyone referred to me as a 'kid' the cassette Walkman was still popular, and mobile phones were the size of bricks. :)



#274
kamal_

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Resurrection and Raise Dead are both touch-range spells, so you'd better have some rubber gloves handy if you intend to raise a foetus. :wub:

I doubt a foetus would have more than one hit point, so only Raise Dead would be necessary. Just don't confuse it with Animate Dead - that could be unpleasant.

Atropals and Atropal Scions. Yep, it's an official creature. Undead god fetus. :wacko:



#275
Tchos

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I think I fought one of those in Half-Life 1...