Kamal_ (via the tile placeables set)
- ih pillar model
- Broken robot model
Also I see tileset placeable bridges from the Purgatorio Mechanus tileset.
Kamal_ (via the tile placeables set)
- ih pillar model
- Broken robot model
Also I see tileset placeable bridges from the Purgatorio Mechanus tileset.
Fantastic work, PJ and everybody. You've outdone yourselves!
All those little details make the area pop. I really like the custom content and the texturing. It'll be a joy for players to explore.
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.
Now, it's onward to Trademeet!
It looks quite beautiful. You've really brought the graveyard to life, so to speak.
Very nice job!
P.S. You may want to consider moving your BG2SOAR updates to the forums on the new Vault, as this site will be shutting down in a couple of weeks.
Better, start an update thread on the Nexus, where you have lots of other existing threads for your module and the module itself.
Who are you referring to? The BG project?
PJ
Yes, my post was specifically addressing Drew, adding my voice to Bob's. The word "better" wasn't referring to your latest screenshot of your work, PJ, which I didn't think needed any improvement, but was already so exemplary that my last comment on it still stands, that it may even be better than the original Bioware-made area.
I just finished migrating our project to the Nexus forms - would the BG2:R team like me to copy the developer posts from here over there for them? Currently at a standstill on our project while two other team members are working on their parts, I have the time if you need me to do this.
drechner should probably make the first post however, and a quick explanation that I am just a flunky copy and pasting, and not actually tied to the project.
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