Baldur's Gate II: Shadows of Amn Reloaded
#376
Posté 13 février 2015 - 06:33
#378
Posté 13 février 2015 - 07:18
sp_barkskin looks like wood
sp_ironbody looks like iron
sp_tortoise_shell looks like a cross-hatch pattern
sp_spiderskin looks like a red pattern
fx_moldskin looks moldy green
Regards
#379
Posté 16 février 2015 - 01:10
What is the shark doing to that wave-shaped pedestal? ![]()

- rjshae aime ceci
#380
Posté 25 février 2015 - 11:44
Sorry I haven't posted in a while; life (mostly work... sigh) has been getting in the way a bit. Here's a couple WIP screenshots of Waukeen's Promenade. The base meshes still have a few fixes left to do, but are otherwise finished. Adding lots of deco on top of it will change the look of it quite a bit, so it obviously looks pretty bare right now.


- PJ156, rjshae et Shemsu-Heru aiment ceci
#381
Posté 27 février 2015 - 05:09
I suspect the interior faces of those parts could also be used for an underdark dwarven settlement.
#382
Posté 27 février 2015 - 09:41
I thought the same. When I pictured in shoved into the earth it reminded me IWD situations.
#383
Posté 08 mars 2015 - 01:26
Here's another WIP view of Waukeen's Promenade. I ended up making over a dozen new meshes for it which was pretty time-consuming, but hopefully worth the effort. There's still some work to do on a few of the meshes (mostly normal map work on the pillar tops and the lion statue) and some reskinning of a couple assets. You can probably notice that I used the BCK steps and arches in some of my meshes to save time (and let's face it: it's probably a lot better than I could do!).
- ArtemisJ, PJ156, rjshae et 4 autres aiment ceci
#384
Posté 08 mars 2015 - 01:39
Very nice. That'll really bring the area to life.
#385
Posté 08 mars 2015 - 02:56
Will there be fatties in BG2R?
#386
Posté 08 mars 2015 - 04:31
I might as well throw my Hell metatile model up. The texturing still needs work, and I pretty much suck at making figures so there are no horned heads or other statues. Just the giant faces by the door.

Here's an in-game shot:

I've got the lights turned up so I can see it; the floor would be darker with the normal settings.
A problem I'm having is that the lower walls around the platform have a tendency to fade. Not sure how to fix that.
- drechner, PJ156, Luminus et 3 autres aiment ceci
#387
Posté 08 mars 2015 - 01:35
isn 't it better to use an "exterior" area than a tile for the "hell"?
#388
Posté 08 mars 2015 - 02:53
isn 't it better to use an "exterior" area than a tile for the "hell"?
Yes, most likely. I don't recall the reasons it was started as a metatile, but doing so did hamper the walkmesh construction quite a bit. Still, the model should also work as a large placeable.
- drechner aime ceci
#389
Posté 09 mars 2015 - 12:24
Here's a closer look at the lion statue and the dome:

- rjshae et Shemsu-Heru aiment ceci
#390
Posté 09 mars 2015 - 12:57
Was Waukeen's Promenade upgraded during BG2's lifetime? I went looking for pics to compare and there are two distinctly different pics.
dirtier, the top left quadrant has merchants, greenery at east steps
http://games.thehawk.../bg2-ar0700.jpg
cleaner, top left quadrant empty, no greenery at east steps
http://www.sorcerers...s-promenade.jpg
#391
Posté 09 mars 2015 - 01:07
The first appears to be the way the area looks in the game when you're walking around (higher resolution). The second is the lower resolution map image, which may have been an earlier production render that was never updated, or the "raw" render without 2D artistic embellishments added to it. In any case, these are certainly from the same time period, because the rubble is from the escape from Irenicus' dungeon, which wouldn't have been left alone.
- drechner aime ceci
#393
Posté 13 mars 2015 - 02:03
That's quite a sight.
- drechner aime ceci
#394
Posté 13 mars 2015 - 02:14
I'm glad you're making the effort to do the place justice.
- drechner aime ceci
#396
Posté 15 mars 2015 - 11:28
"... dum-de-dum-de-dum... I'se looking through stuffs that ain't mine... de-dum-dum..." - Cespenar
#397
Posté 16 mars 2015 - 12:35
Let's see, that's got to be Saradush... with the pocket plane at the end.
#398
Posté 17 mars 2015 - 04:00
Does the life size cut out of Vicona Devir in my closet count ?
![]()
Oops sorry shouldnt have said that
#400
Posté 22 mars 2015 - 07:56
Well, after a bit of work to get the collision and walk meshes fixed, here's the Hell model converted to a placeable:

Perhaps amazingly, the walk mesh works and doesn't seem to have any camera issues. It's getting close to 20,000 faces though, so any further embellishments are probably best left to separate placeables. Just a little more texturing work is needed, and I'll fix those smoothing shadows on the wall as well.
- BartjeD, drechner, PJ156 et 1 autre aiment ceci





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