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Baldur's Gate II: Shadows of Amn Reloaded


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#251
PJ156

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Could the Baldurs gate heads be issued as an expansion pack for PC's as per the xaltars but preferably compatible with the oc not overwriting it?

 

PJ



#252
Arkalezth

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I figured his look was the result of self experimentation as part of his quest, I mean his face is basically a skinlike mask or masklike skin, as shown in this pic from the game. http://sewlordsplane...G2/Irenicus.jpg

 

While that's in the realm of the possibility, I'm not convinced if that's the real reason or the developers just went with the default Hollywood male (human) body just because. I won't call it fan service because he's a bit too pixelated, but something like that.

 

Even with the experimentation theory, his body still looks silly and bizarre to me. Clearly, his head too, in its own way, but unlike the body, it still looks

Spoiler
I mean, there's only so much muscle you can build.

 

Anyway, it may not make a noticeable difference in NWN2, so it's probably a pointless discussion. It's just something that I've always found a bit annoying and somewhat immersion-breaking, personally. YMMV.



#253
Luminus

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That's the whole point of Irenicus. He is supposed to look bizarre. He's not some classic evil wizard in robes, the developers went out of their way to make him look bizarre and show how far from his origins he took himself, both in personality, his views and body.

Now if he looks silly is another case and pretty subjective, which is fine. They wanted to make him look unique and backing it up and they did, so I applaud them for not making a (stereo)typical evil wizard.



#254
Arkalezth

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I don't have a problem with bizarre looks in general; I just don't find his body type consistent with his background, experimentation or not. To use another silly example: If, through experimentation, he grew a dwarven beard, I'd also consider that WTF-worthy.

 

The good old "a mage did it" argument applies here, so I guess it comes down to how far one's willing to go with it. In the end, it's up to Drechner and co.


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#255
PJ156

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I always liked the way he looked. It was .... different, that is not to be contested.

 

Till I read that spoiler I also had no idea of what he was before and thus have no thought on what he should look like now :)

 

He still remains my favorite villain from any role playing game I have run through by a long way. I liked Bodhi too, her appetites and personality seemed real somehow?

 

PJ

 

PS I only really posted because I just spent an hour doing the temple room in AR0504 and the tool set crashed. Did not save ... my fault :(


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#256
PJ156

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Fixed it :)

 

saerk1_zpse9d3d968.jpg

 

Saerk's House - Temple Room

 

PJ


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#257
rjshae

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That looks good. I think I'd be tempted to change up the default tints on those red carpets a little though.



#258
PJ156

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That's a fair point. in game it looks like this:

 

saerk2_zpsa2cd7ce3.jpg

 

I hit on the carpet as a compromise to the original early on and never really reviewed if. I considered pulling out the texture as I did for the floor but the lighting and resolution are not really up to it in the image. I think I will see what I can do with the floor covering and do something with the height of the plinth while I'm in there.

 

PJ


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#259
kamal_

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One of the other carpets (the stock blue one with a pattern and tassels) seems a better match for the original game carpet texture. The original wall lamps look like the thayan lamps to me. You've got the look as it is though.
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#260
PJ156

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I will play with the rug some more. The tasseled rug really annoys me, I cannot bring myself to use it, it is so unique and non repeatable. 

 

Looking at it though is is a simple texture with a tint map to create the design. Maybe I can work with that concept.

 

PJ



#261
GCoyote

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Gorgeous work Pj. Is this the part of building you enjoy most?



#262
Eguintir Eligard

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Are you a beat reporter?

#263
PJ156

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Gorgeous work Pj. Is this the part of building you enjoy most?

 

Yup :)

 

Here's the new estate walls in action - Dome by RJShae who converted his Dwarven dome for this purpose.

 

saerk3_zps1fb1a02a.jpg

 

Saerk's House Upper Bedroom

 

 

PJ


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#264
drechner

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So, I've been continuing work on the Docks and I've gotten it now to a point that I'm happy with. There's still some work to do with the walkmesh, but overall, I made the city less "square" and introduced more curved wall pieces into the area. I also swapped a lot of the BCK I was using previously for a reskinned Mulsantir wall I made which provides a unique silhouette to breakup the monotony of constant BCK usage. You may also notice I retinted the custom roofs of the buildings, darkened/desaturated the cobblestone texture, and decreased the height difference between all three levels of the docks.

Here's two overview screenshots (without fog):

2CXlJnk.png

*Note that the water doesn't render properly in the Toolset with the skybox turned on, so it looks a bit odd here.

 

PrQV3TU.png

 

Here are a few more screenshots (fog turned on):
G29luyb.pngswah5oP.pngGso1MOk.pngp9bnjUo.pngIdCmZCh.png2kboMOl.pngHJ3Ct2A.pngJeejoOH.png


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#265
BartjeD

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Massively impressive Drechner  :blink:


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#266
PJ156

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The Mulsantir and curved walls have made a huge improvement. I like areas that have plenty of vertical diversity (Heh check out the w**k words) so this one is looking good to me.

 

PJ


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#267
rjshae

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That does look good; nice and cluttered, like a medieval city. My one concern is that the ship might be riding unrealistically high in the water. In comparing it to the BG2 screen shot, there's one hexagonal building missing to the north of the lighthouse. I guess you decided to drop that.


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#268
Luminus

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That looks awesome.

I noticed that the roads and paths looks spacious and that's great.
Too many module and PW builders create areas that look great in the toolset but are a pain to walk through because of narrow corridors and narrow paths.

Even if some areas in the originals are narrow, I think some liberty should be taken to make them wider and more comfortable.
NwN2 just doesn't work when you have a party of 6 people plus summons/companions walking through a path that barely fits one person.

It makes you want to leave that area as soon as possible because it's a pain to walk there and the camera makes it even worse.



#269
Shallina

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Hi new year news for TOB. I managed to create and script all area until amkhetran included. It's fully playable and missing lips synch at the moment.

 

There is 2 exteriors area which i am not so happy with and may need further works the plain with the river and the marching mountain. I am really happy with how all the other area turned.


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#270
BartjeD

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Awesome Shalllina! I am not normally so impolite but in your case I am going to have to insist on screenshots - otherwise it didn't happen. ;)

I'd love to see your work :D



#271
Shallina

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Perhaps one day... I personally dislike spoiler, I love discovering everything while playing and not before playing...  I may post picture of "filler" area, or of the starting area.

 

I think the only one involved in SOAR who don 't have access yet to TOB stuff for feedback is PJ156



#272
Happycrow

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Hey folks -- quick question. I noticed that Kaedrin's stuff appears to be integrated into the first of these.  Is this a case where you MAY use K's stuff while playing the module, or is it fully-integrated into NPCs, balancing, etcetera?



#273
Shallina

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NWN2 rules are a small part of DnD 3.5 editions.

 

Kaedrin stuff is legit DnD 3.5 editions stuff and rules that weren 't implemented in NWN2.

 

Kaedrin's stuff also correct many bugs from Nwn2.



#274
Luminus

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Speaking of Kaedrin's pack, I would repeat what I advised on the Nexus.

The latest version of his pack should be used only, not the one from BGR as it conflicts and still produces some bugs.



#275
Shallina

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Kaedrin only gives the compiled files of his work.

 

 

Which means i can 't do more that was done in BGR with it.