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Baldur's Gate II: Shadows of Amn Reloaded


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#801
PJ156

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Plodding on room by room:

 

0411_04_zps0wmj59wj.jpg

 

I've had some more help here; 4760 has done walls and door frames for me also the pillared ball in the room mid left of the image. these are animated, and look awesome in the tool set. There's more content from 4760 that I have not even opened yet. The huts are by RJS, there's canisters by Calister in there and a few objects from the dark waters set.. All the textures are mine except for the stock ones.This is a long slog but it's coming together well,

 

PJ


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#802
PJ156

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Now that I am officially helping out.. I want to post screenshots too.. :ph34r:

But I think I might feel a little inferior next to you and drechner..

 

Not so me thinks,

 

PJ



#803
ArtemisJ

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That area is a masterpiece.. Hopefully navigating with a party of 6 isn't a pain in the ass.. :lol:


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#804
PJ156

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Hopefully navigating with a party of 6 isn't a pain in the ass.. :lol:

 

That is yet to be tested  :ph34r:


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#805
Arkalezth

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One of the patches for the Enhanced Edition included some kind of pathfinding improvement, so companions would be less retarded when walking around. I haven't tried it out in game for myself so far.

 

This has nothing to do with the remake; just saying in case people didn't know about it.



#806
PJ156

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Two rooms to go, one will be done this morning :)

 

The list of cc is long now so I am going to credit in the last image I post.

 

0411_05_zpswp5ewrfx.jpg

 

PJ


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#807
Tchos

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This really is a work of art.  Maybe even better than the original planar sphere.


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#808
PJ156

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Thank you,

 

Lighting will make a difference too. I may have to pick up some custom sounds as well. I want one of a big spooky clock ticking but i cannot find one. I did get a clock ticking sound for the Elven room in the trials but it lacks gravitas for this area.

 

One room to go then on to the next area, unfortunately it's the Sahuagin room. That's going to be an "interpretation" I think.

 

Oh and the walk mesh .... that should be fun.

 

PJ 


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#809
Sabranic

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Holy crap PJ...

 

I showed this to everybody here and their reaction was pretty much the same:  "Jaws hit the desk."

 

Astounding work.



#810
Luminus

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Amazing work thus far. 
I had a random thought that is pretty minor and pretty unimportant for where things are now but I thought that it might prevent that "oops" issue and could improve the aesthetics of the NPCs.

I remembered that Irenicus' default animation looks pretty badass. I'm not sure if you'll be doing custom animations for him to reflect his style in BGII or if you'll be using the default male animations for his model when you fight him.

What could be done to prevent the utterly ridiculous for a mage unarmed animation (which is the boxing one) is to give him (and any other unarmed mages/liches) an invisible dagger so their animations change to something more... collected and focused.

This is a problem I noticed here and there, where they don't give the default liches any weapons, so you end up fighting... boxing liches and mages, which makes me facepalm every time.



#811
rjshae

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Perhaps assigning a creature weapon (claw) would do the trick? It would need a creature weapon proficiency feat to work, I suspect.



#812
Luminus

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Perhaps assigning a creature weapon (claw) would do the trick? It would need a creature weapon proficiency feat to work, I suspect.

Don't creature weapons count as unarmed anyway? At least it does on servers like Sigil, where the weapon is invisible and you still hit like in unarmed.
A dagger pretty much does the same damage as an unarmed strike (1d4 vs 1d3), so it's barely an advantage to a high level mage if they run out of spells.

An invisible dagger changes the animations to a different stance so it seems like the easiest workaround.



#813
drechner

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I haven't looked too much into it yet, but Kemo's Custom Animations  seems like it could contain a good new idle for Irenicus--Crossed arms, strong stance.

 

Regardless, we'll need to definitely do something special for him.


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#814
Luminus

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I haven't looked too much into it yet, but Kemo's Custom Animations  seems like it could contain a good new idle for Irenicus--Crossed arms, strong stance.

 

Regardless, we'll need to definitely do something special for him.

That's great to hear. But the workaround I proposed also works for any other unarmed mages/liches, without much work.

As for that animation, I've seen it. It's used on various PWs. It's an animation that is activated from a custom UI, though you could just replace the "unarmed-in-combat" one with that one.
Not sure how it works in the toolset and the files and if it would override everyone's idle animation or not, though.

It's unfortunate that most of the male animations are generally horrible. Combat one, dual-wield one, unarmed one, casting one.


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#815
Tchos

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I think the standard unarmed idle is pretty silly-looking, too.  I blame it on needing to keep the head relatively stationary for the character creation screen, such that the body just stands straight and the head lolls from side to side, but at least it's always on screen for that closeup.


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#816
PJ156

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I've been jumping around a bit recently. Mostly to avoid one room in the main planar sphere :)

 

Soon I will have no choice as the end of these three areas draws closer.

 

Here is the second to last floor texture I did. The last one is the bugger I'm trying to avoid.

 

0412_01_zpskssaq3be.jpg

 

It's the fire room floor.

 

Here is is in game ....

 

0412_02_zpsg85tbefs.jpg

 

I will list the cc at the end, though mostly this one uses stuff I have mentioned before. I gave the stock coven centre piece a tint map and neutral crystal texture to give me the fire and ice pillars. I've re-textured one of the sewers to give me the floor vents.

 

This area set has been an enormous amount of work.

 

PJ


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#817
rjshae

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Yes, it looks like you'll be plumbing the depths of your Cornucopia for the last one.  :whistle: What you've done so far looks really good. Players are going to be blown away. Nice job!


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#818
drechner

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I wanted to give an update as we've hit a milestone on our project: we've apparently hit the max file size for hak files in NWN2 with our Environment hak file (it was over 2.2gb), causing random textures to stop appearing in-game (but not in the editor oddly enough). 

 

We've now split it into two separate hak files, and everything seems to be back to normal.

 

Fun times!


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#819
PJ156

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That's a lot of CC, I think it's a sign that we are creating something close to the OC. Much of this project is just not repeatable with stock content, the sahuagin city for instance, and the market and dock areas, these are very hard to recreate.

 

I think we are doing them justice, lots of cc is an inevitable by product.

 

PJ


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#820
kamal_

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That's a lot of CC, I think it's a sign that we are creating something close to the OC. Much of this project is just not repeatable with stock content, the sahuagin city for instance, and the market and dock areas, these are very hard to recreate.

 

I think we are doing them justice, lots of cc is an inevitable by product.

 

PJ

My opinion has always been that BG2 was not doable in nwn2 not because of any inherent limitation, just from the perspective that there would be so much custom content needed that it would be virtually impossible from a time perspective to create everything that would be needed.

 

I will be glad to be wrong :D


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#821
drechner

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The Graveyard District exterior is finally done! I desperately tried not to add any more custom content for this one, but I did eventually have to add some custom BCK floor textures to bridge the gap between the terrain and the walls due to the height differentiation all over the level.

 

gUbGnTN.png

 

CWokewd.png

 

nnAh781.png

 

0A48LEJ.png

 

J2YNP9Z.png

 

Now, it's onward to Trademeet!


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#822
Shallina

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BG2 is fully doable in NWN2, Area don' t need to be carbon copy of the original. What' s important is the events, the quests, the monsters, the conversation. They can all be done.

 

 

The areas can always be adapted.


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#823
rjshae

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BG2 is fully doable in NWN2, Area don' t need to be carbon copy of the original. What' s important is the events, the quests, the monsters, the conversation. They can all be done.

 

 

The areas can always be adapted.

 

To me, new assets can add a better atmosphere and environment to a game. Both are important for giving players a richer experience. I'm all for modding the cr*p out of a module, if you are able. :)



#824
kamal_

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BG2 is fully doable in NWN2, Area don' t need to be carbon copy of the original. What' s important is the events, the quests, the monsters, the conversation. They can all be done.

 

 

The areas can always be adapted.

Areas can be adapted, but they still need to generally look and feel like the originals. I can't imagine how you could possibly adapt a number of the BG2 areas without needing tons of custom content. For instance places like the Planar Sphere, which pj has excellently made. Doing justice to the Planar Sphere maps or the elven city showdown with Irenicus area with just stock game content? That's not something I could see anyone doing.

 

As I said I viewed a recreation as not possible not because the quests, dialogs etc couldn't be done, but because too massive an amount of custom CC would be needed. My point was that I'm happy to be seeing I am proving to be wrong. I want this to come out and be super popular, show up all over the gaming news etc, it's good for the nwn.


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#825
PJ156

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The last room in this area cost me weeks. I got lost in creating the texture for the floor and walls and really dumped a lot of hours into this. In the end I have given up. I read the description of the room in a couple of source and made my own room that met the interpretation I had of it.

 

0411_06_zps9xbdzhtu.jpg

 

The hardest object to do in the remake are the organic ones. Without specific cc the smooth lines and interfaces are not possible,

 

I have given the room coral walls and pillar and a water floor. This dips so the player will be up to their waist in water. 

 

This is the last room. On now to lighting, sounds and baking. Therefore this is the last image I will post of this area and thus here's the promised contents list. I hope I have not missed too much:

 

RJS

 

  • Circular walkmesh

  • Ring floor model

  • Round door model

  • Window model

  • Misc tech models (via the modern set)

  • Halfling house model

  • Forge model

  • Door frame model

  • Chairs (city pack)

  • Cage model (city pack)

 

4760

 

  • Wall section model

  • Wall top and foot models

  • Door model 

  • Air ball model (animated)

  • Cog model (animated)

  • Gear model (animated)

  • Spikes model

  • Glass tube model

 

Kamal_ (via the tile placeables set)

 

  • ih pillar model

  • Broken robot model (purgatorio)

  • Metal Bridge (purgatorio)

 

Also used:

 

Jar models (calister)

Lift model (dark waters)

Dragon Egg (trinity)

Various BCK

 

I did pretty much all the textures myself though one is based on 4760’s work.

 

Here is the whole area. It will be good to move on ….

 

0411_07_zpslpra6mjf.jpg

 

PJ


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