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Baldur's Gate II: Shadows of Amn Reloaded


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#626
drechner

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if you work with 3dsmax then be sure to read about the skin wrap modifier. it should be relatively easy to base the weighting of your new head on an imported vanilla one.

Yep, that's what I've used previously (which is why the eyelids worked!), but there were some errors that prevented anything else from working. It looks like those errors are quite common though and there are ways to fix it; I haven't tried it yet, but hopefully they'll work :)



#627
drechner

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So, this one is a bit tough; I've had a lot of trouble with him so far (especially with the beard) so I might call it "quits" on him for a bit and look at him again with fresh eyes down the road.

 

fsWpF5p.png

 

There's still a lot I can do, but I think I just need to move on for now :)

 

Also, I'm not sure I've shared my updated Keldorn:

 

RzLl8Jn.png

 

He's not too terribly different, but he has had some additional work done on his diffuse, a new normal map (with more wrinkles!), and higher-poly hair.


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#628
kamal_

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I almost feel Keldorn's head should be .... wider... maybe? Given the need to attach it to the body, that may not be doable of course.



#629
Dann-J

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Also, I'm not sure I've shared my updated Keldorn:

 

RzLl8Jn.png

 

He's not too terribly different, but he has had some additional work done on his diffuse, a new normal map (with more wrinkles!), and higher-poly hair.

 

The scars on his face are a bit underwhelming at the moment. It looks like he's been playing with some rambunctious kittens.

 

His BG2 portrait always reminded me of George Peppard from the original A-Team. :)


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#630
rjshae

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So, this one is a bit tough; I've had a lot of trouble with him so far (especially with the beard) so I might call it "quits" on him for a bit and look at him again with fresh eyes down the road.

 

fsWpF5p.pngkorgan.jpg

 

There's still a lot I can do, but I think I just need to move on for now :)

 

The nose may need to be longer and the mouth a little wider; as wide as the pupils. (Then again the eyes look unnaturally small in the game pic.) Otherwise it appears pretty close. Maybe raise the chin hairs some.


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#631
Shallina

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Hi, I had a little step back with TOB, the exterior area of Watcher keep was corrupted, i couldn t work on it anymore, so I had to remake it.

 

the first time I made it, I was faithfull to the original one.

 

The second i was less faithfull of the original one, and worked more with NWN2 assets which renders well. I think the result for the 2d attempt is better than the first, my conclusion, as long as you keep the functionnality of the original area it 's ok to do an area a little different.

 

I think it 's more important to have something "as good as you can", than to be "as faithfull as possible" when translating an area into NWN2 from an other game where strong and weak points aren 't the same. My conclusion is that it' s better to compose with NWN2 strong points as much as you can.

 

An exemple is to avoid vertical texture stretching.


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#632
Shallina

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i didn t know what to do with the Imprisoned One, took me around  3 weeks to figure it out. I finished the encounter today, I think it will live up to the expectation of the strongest DnD monster ever implemented into a Computer D&D game as it was done in the original game.


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#633
Tolkien Bard

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i didn t know what to do with the Imprisoned One, took me around  3 weeks to figure it out. I finished the encounter today, I think it will live up to the expectation of the strongest DnD monster ever implemented into a Computer D&D game as it was done in the original game.

 

Demogorgon/The Imprisoned One in BG2 and Aec'Letec the Nabassu in the basement in Ulgoth's Beard remain, to this day, the two toughest encounters I have ever had playing any computer RPG. Unlike Kangaxx the demilich, who I could wait until near BG2 endgame to defeat, those two encounters always remained well above an appropriate challenge for my level.



#634
PJ156

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A shot of the, close to complete, D'Arnise castle second floor. Some stock and a lot of cc in here. The castle walls and ceiling are re-textured to be plaster, the floor is part of the SI reskin pack. I made the snake bookcase set teak with a carved inlay. the books are now tintable so there is a little less blandness to the estate book sets. The BCK stairwell has some stairs RJS isolated and modified for me from another stair model. Lamps are Calista's as is the candle stick in the background.

 

The Lighting still needs tweaking but that's the last job I do on an area.

 

Darnise%2001_zpshvgubose.jpg

 

In game it's inhabited by Yuan Tee and a troll. Therefore I guess it should be trashed, by the troll, if not the Yuan Tee, but I cannot bring myself to build a room that sits too far from the original. Except fort he crates ... BGII uses a lot of crates as well as the OC to fill spaces :( I don't like using them everywhere, it seems lazy to me.

 

PJ


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#635
Shallina

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Love it, good work :)



#636
GCoyote

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... Except fort he crates ... BGII uses a lot of crates as well as the OC to fill spaces :( I don't like using them everywhere, it seems lazy to me.
 
PJ


Agreed. Crates imply trade or stored supplies. One item on my to-do list is to add at least some low value goods to placeable crates and some visible commodity near any static crates that make them believable. Same with barrels, sacks, etc.
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#637
rjshae

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In game it's inhabited by Yuan Tee and a troll. Therefore I guess it should be trashed, by the troll, if not the Yuan Tee, but I cannot bring myself to build a room that sits too far from the original. Except for the crates ... BGII uses a lot of crates as well as the OC to fill spaces :( I don't like using them everywhere, it seems lazy to me.

 

It looks really nice PJ; very classy.

 

As for the neatness, well I guess D&D dungeons aren't always logical. Unless the Yuan-ti is actually using the library for its intended purpose, of course.



#638
PJ156

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The 13 areas that make up ar1500 are safely with Drew now but here's a peak at what you can expect :)

 

spellhold%2010_zps4fef6grc.jpg

 

Jars by Callister, dias from the RJS city pack, for the green lights I retextured the stone wall posts and gave them a glow map. The awesome machine parts are by 4760 along with the white lights on the dias. Floors and walls are custom textures from yours truly. The room itself is made of custom tiles by RJS.

 

Just add Irenicus and you have a battle royal.

 

PJ

 

[Ooops, already posted a picture of this one ... ah well, something original in a day or so :) ]


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#639
rjshae

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Well the other was from a different angle, so that's okay. Might I ask where you got the blue glowy tubes?



#640
PJ156

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4760 made those for the project.

 

PJ


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#641
PJ156

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D'Arnise hold is complete and shipped to Drew. I am going to focus now on taking the interiors in order. 

 

RJS has been a great help here as there are a few custom tiles, but for the most part this set of areas has been about textures and the "feel" of the castle. There will be a greater need for content in the future but I have the support of some very talented builders so all will be well.

 

There are 303 areas in BGII as far as I can see and around 2/3 of those are interiors. I have completed 74 and Andysks has done some too so we are well on the way. 

 

Of course there's BG ToB as well but I think Shallina has that covered. 

 

Time to get my head down and build some areas.

 

Darnise%2005_zpswrsloeyp.jpg

 

PJ


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#642
rjshae

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It's looking really nice, PJ. Good job!


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#643
PJ156

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Candlekeep

 

Candlekeep_zpsqbedbvbj.jpg

 

Kneeler from the RJS city pack, the rest is re-textured stock. There's one more placeable to come which will make a difference to this area. I may post a picture with it in ....

 

I finally got round to re-texturing the cave plant and making it tintable without a glow map. I will be using that a lot for house plants :)

 

PJ


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#644
Shallina

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Awesome screens !

 

I finished TOB scripping but didn t have the guts to finalize the debug yet. I am also lacking full module to script for the no-TOB part.

 

So I started to work on core "scripting" for the OC.

 

I am pleased to announce something :

 

I just finished several "add in" that blend perfectly into the LVL UP GUI which allow to select spells for dual casting class. We can' t give a player a new level in a giving class with scripting, wich mean it 's impossible to do a custom lvl up GUI.

 

So I made several "ADD IN" which "spawn" when necesarry and blend perfectly into existing "GUI LVLUP" screen and allow dual casting.

 

The warlock isn 't included and not planed, it 's not a "real" spellcasting class, but all combinaison of "ARCANNE, DIVINE" are now possible.

I made a "a spell panel" that simulate the lvl up spell screen, when the default spell panel isn' t showing, and I made a "toogle" that show itself when necesarry and allow to switch between arcanne and divine spell selection for combinaison which require 2 selections( FAV SOUL and SPIRIT SHAMAN).

 

SO yeah for SOAR we' ll have dual spellcasting IN. It wasn 't a matter of editing 2DA, many poeple al ready did the 2da job, but a matter of a heavy work in the GUI, I think it took me between 200 and 300 hours of work for that functionnality.

 

There is the need of the spellcaster school for wizard, so WIZARD which are "imported" into the campaign won't be able to get dual spellcasting, also it won' t be possible to export "dual casting" based wizard beceause of it. There is a system which "tags" the spell caster school when the player takes it within the campaign.


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#645
rjshae

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That seems like a lot of work for a specialty prestige class. Congratulations on putting it together though. :)



#646
MERP_UK

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Finally found time to check up on the progress here. Fantastic work, the detail and work gone into the areas and placeables is impressive.



#647
Shallina

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I got all the area for Brinlaw, and I started to work on it. In 2 or 3 weeks, it should be all scripted. I really like the feel Brinlaw gives (exterior & interiors).


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#648
PJ156

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AR_0069 work in progress.

 

RJS did the alcoves for me, and the pillars are from the city pack. The texturing is mine. 

 

ar0069_zpslf2zd4s4.jpg

 

4760 has also done some great work for upcoming areas .... more screens to follow :D

 

PJ


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#649
rjshae

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Is that the Council of Six building? It looks a little different.



#650
PJ156

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Sort of, the statues and floor texture from the original is not available to me (lord knows I've tried to get the floor right :()

 

This one is for the cut scene where Irenicus leaves spell hold. It will in the game only briefly, for the city area I will gather more resources to bring it closer.

 

I used the castle because I have the 1.5 depth tiles you gave me along with a semicircular corridor end. In the end they worked well once they were re-textured.

 

If you've any thoughts on how it can be improved please shout out, though the vfx and lighting will make a huge difference. The original looks like this:

 

ar0069_2_zpspijb9jxo.jpg

 

The area is work in progress, and I want to swap out the scales symbol for the red medallion you can see above as part of finishing it off. 

 

PJ