Baldur's Gate II: Shadows of Amn Reloaded
#451
Posté 02 juin 2015 - 09:32
#452
Posté 02 juin 2015 - 04:54
#454
Posté 02 juin 2015 - 07:04
Nice work. Are you doing the ceiling as well? I know some people like to play in character mode.
#455
Posté 02 juin 2015 - 07:16
People who don't would be pretty much forced to play in that mode (or exploration with a similar angle) if there's a ceiling, though.
#456
Posté 02 juin 2015 - 07:38
Got me some beer and a few hours spare time so I will do the ceiling tonight.
PJ
- drechner aime ceci
#457
Posté 03 juin 2015 - 06:30
Just saved my normal map over my texture .... start again I guess and try to forget about the two hours I spent making it.
PJ
#458
Posté 03 juin 2015 - 06:39
No Dropbox? You can restore previous versions if you accidentally save over something, if it's in your Dropbox folder. I make use of that feature not infrequently.
#459
Posté 03 juin 2015 - 02:50
I didn't know that. I will investigate.
PJ
#460
Posté 03 juin 2015 - 03:24
Easiest way to do it is to right-click on the file in your explorer, and choose "View previous versions".
- rjshae aime ceci
#461
Posté 06 juin 2015 - 09:41
A little soft lighting and some vfx on the walls and floor and I think this looks the part.
I am quite enjoying building this dungeon. When I go back to doing my own campaign in a few weeks I have the sandstone palace to do. I have learned a lot here that i will apply to that area.
PJ
- BartjeD, rjshae, andysks et 1 autre aiment ceci
#462
Posté 06 juin 2015 - 10:19
I'm continually glad to see custom content being made for specific areas.
#463
Posté 06 juin 2015 - 11:12
Yes me too. It makes the game feel so unique.
#464
Posté 06 juin 2015 - 03:22
HEY!!! I love this game so much and I'm doing a play-through on it on my you tube channel TheEMUBrothers, so if you do mind it could be helpful and or entertaining.
#465
Posté 06 juin 2015 - 06:13
I've been pleased as there is very little cc overhead in this compared with other modules. These are stock tile textures which can be overridden from the module folder which is great so long as this is a module in the game which it is.
The statue I did the same with to make it tintable and grey. the floor decor and edging are new models on the 2da but they are used repeatedly so the give good value.
I have one other model which is sort of iconic to the area, 4760 has build that for me and I will start to use that soon. That leaves just one other big cc hurdle to jump for this area .... that will have to wait till I get my head round how best to do it.
Suggestions welcome, there is nothing stock that comes close so i need to work out a way to "interpret" this item. Statue 07 I thought might work but the cowl is huge when you scale it up enough to fit the space.
PJ
- Shemsu-Heru aime ceci
#467
Posté 07 juin 2015 - 08:56
#469
Posté 16 juin 2015 - 03:00
It looks good, particularly the texture work. I especially like the narrow alley with all the outdoor shops. But the ground surface seems a little too flat to me, as does the rim of the outer wall. Maybe the latter doesn't matter that much though.
P.S. I'm finding that those tudor window placeables need to be scaled up a bit so that they look similar to the building windows. I've been getting decent results with a x1.2 scale factor.
#470
Posté 16 juin 2015 - 07:07
These look great Drew, I'm with RJS though. Some height noise on the roads to take the flatness out might improve the area.
Unless it's just the images that are flatening it out?
PJ
#471
Posté 16 juin 2015 - 09:16
Within the game, the area map can still show those areas along the sides where there are no buildings. Something I'm trying out is painting those blank exterior areas with black; much as the borders of the areas were painted black for the OM in SoZ. It saves having to decorate them out. (The black areas can't otherwise be seen in the game.)
#472
Posté 16 juin 2015 - 09:36
I did that for quite a few areas and I don't think it detracts from the look of the map at all. If anything it provides focus.
PJ
#473
Posté 16 juin 2015 - 09:37
These look great Drew, I'm with RJS though. Some height noise on the roads to take the flatness out might improve the area.
Unless it's just the images that are flatening it out?
PJ
I think it might just be the image. Basically anywhere you see the grey cobblestone is where the road dips down, and there's some additional height variation. In general though, the area comes out flat (there's no slope from one side to the other for example).
EDIT: Here are some different angles:


- BartjeD, PJ156, rjshae et 1 autre aiment ceci
#474
Posté 16 juin 2015 - 10:09
P.S. I'm finding that those tudor window placeables need to be scaled up a bit so that they look similar to the building windows. I've been getting decent results with a x1.2 scale factor.
Good idea; I just scaled them and I agree, I think they look better at x1.2. Thanks! ![]()
#475
Posté 17 juin 2015 - 05:02
You're right it was the image ![]()
PJ





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