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Hordes of the Underdark Revisited


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#251
rjshae

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Thanks for the offer, but it wasn't too difficult to assemble what I had in mind.  :)

broken_statue_zpsug06prg2.jpg


  • ArtemisJ et PJ156 aiment ceci

#252
rjshae

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Well it took more work that it was probably worth, but the University District cutscene is finally finished. Hurray! Death to the surface dwellers!  :P

NWN2_SS_062516_141317_zps1iqfavg3.jpg


  • GCoyote et Sabranic aiment ceci

#253
kamal_

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Well it took more work that it was probably worth, but the University District cutscene is finally finished. Hurray! Death to the surface dwellers!  :P

NWN2_SS_062516_141317_zps1iqfavg3.jpg

The one on the right looks like he's reading his lines off the script because he forgot them, "uhhh.... Death to the surface dwellers!" :P


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#254
rjshae

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Well... to be fair, it's not his native tongue.



#255
Tchos

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"Romanes eunt domus!"


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#256
rjshae

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I've finally reached the stage where I can run the module from the opening cut scene to the 1st level central area of Undermountain. All of the cut scenes are complete, if not quite in a completely satisfactory state. I keep wanting to add more little tweaks...

 

What took me most of my free time on Sunday though was just figuring out how to place the recruitable companions in their default state when you find them. I was scanning through hundreds of scripts trying to find the code. Finally I discovered it was custom code in the default scripts. D'oh! :pinched:  Now that is all in place, so I hope to start expanding on the Undermountain areas.

 

For some reason certain visual effects aren't running on my PC and I'm not sure why. For example, the little puffs of smoke when a character enters a poison trap, or beams from the eyes of a beholder. Maybe I just have my graphics settings too high? I'll have to experiment. I hope it's not that the game is just getting too old to run well with the recent flavors of Windows. :?


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#257
rjshae

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The infamous barrier of glowing blocks is in place:

NWN2_SS_070316_091524_zps4glwz5tf.jpg

Anybody trying to bypass the blocks along the bannister will be met by a row of spikes. The moat is filled with a powerful acid that is home to... well, I leave that to your imagination. :whistle:  Maybe you can see the faint bubbles. Maybe not. But they are visible in game.


  • OfficerDonNZ, Shallina, GCoyote et 3 autres aiment ceci

#258
rjshae

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Work on the first level continues apace. I'm gradually expanding out from the entrance, adding the various triggers, encounters, and scenery as I go. Although it holds true to the original, I'm trying to mix in some a few unique touches so it will be a bit less predictable for NWN players. As a result, the pile of custom content continues to grow as a try to provide as much variability in the look, as well as matching some of the visual effects from that release plus new features.

 

Meanwhile I've been thinking ahead to the second level. That part of the dungeon has a different appearance, including deep pits along the walkways. As a result, I may decide to go with a different tileset so I can get a comparable mixture. Not the original HotU tileset though; the one I'm surveying is the NWN Classic Dungeon tileset by Maxam. It has a similar dingy, masonry look as the current level, but with plenty of tile variation including pits, pools, and so forth. Here's a sample of a DDDX tile: 

test_image_zpsg5mj9dpa.jpg

I'm going to convert a limited set first and see if it will work out. It's going to take a bit of work because I'll need to re-UV-map everything to NWN2-style texture maps. But it's nothing I haven't done before.

 

What do you think?


  • Shallina, GCoyote, PJ156 et 1 autre aiment ceci

#259
PJ156

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I like it, especially that it has some height to it too. Always good to see a new tile set :)

 

PJ


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#260
PJ156

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With the dip that tile reminds me of a street with a curb and road.  Perhaps as you might see in a dwarven city, Is there enough tiles for such a place to be created?

 

PJ



#261
Zeevico

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This looks great! Have you got a Facebook Page too? :) 



#262
rjshae

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With the dip that tile reminds me of a street with a curb and road.  Perhaps as you might see in a dwarven city, Is there enough tiles for such a place to be created?

 

PJ

 

It's a pretty big tileset; there should be plenty of variety. I'd say it's at least as large as the Sea Caves set. I don't think it will be as spectacular as the RWS Grand Citadel set, but maybe it will work for a lower level or outlying areas.

 

Ed.: I count 751 different tiles in the set. Gah, that's a lot.  :? Well I'll see how many are unique... there may be many with placeable-type additions.

 

This looks great! Have you got a Facebook Page too? :)

 

Thanks. I've got a page with nothing but a picture on it :ph34r: ; only because I had to have something in order to post a comment there. I don't much care for their "privacy" policies. :P



#263
rjshae

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Okay, secret doors are working.  :ph34r:

 

In the first panel below is a seemingly ordinary dungeon wall that the PC has decided to search. Suddenly a selectable panel is revealed. Clicking on it opens a low archway to the now-visible chamber beyond...

secret_door_zpsc7kvl36u.jpg

The block isn't animated; I just delete it and it fades away, along with the fake door that blocks the opening. I'll play a scrapping rock sound to enhance the effect, so it works a lot like the one in BG2.  :)


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#264
PJ156

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Very nice work RJS, I like this much better than the appearing globe I currently use.

 

PJ


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#265
rjshae

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Work continues on this project, albeit slowly. I finally picked up both expansions to Pillars of Eternity and I've been enjoying another playthrough, so that's soaking up a bunch of my free time. I'm selecting a bunch of companions I didn't take during the first run; hopefully it'll be a relatively new experience. (That druid character is kicking butt in combat.) :)

Meanwhile, I've decided to focus on adding in all the secret doors as a priority. Their positioning is impacting the location of the various tiles, so I need to get that straightened out before proceeding. What it means though is that I need to add a bunch of additional tiles to the set; usually 1-2 per secret door. :ph34r:

The tile decorations still feel a little spare at the moment, so I've been gradually adding in additions. Something I thought would help is to have a set of broken weapons that I can scatter about the dungeon. I'm taking around 15-20 weapons from Kivinen's item placeables pack that are oriented to lie flat on the ground, then breaking them into 2-3 parts to simulate a weapon destroyed in combat. Plenty of adventurers (and monsters) have died down there, so old, damaged equipment should be at least somewhat common.

As for the 2nd level tile set... well lets just say that the Blender import filter isn't doing a very good job of importing all the tile parts. Unfortunately, it may not be worth the bother, so I've set that aside for the moment as it wasn't going well. Instead I may add even more tiles to Kallister's Dungeon set to cover the missing parts. It's turning into a bloated monstrosity... but that's good, I think. :wizard:



#266
andysks

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About the expansions, I feel the need to say that I found it really weird that one cannot continue playing them after finishing the main quest but has to reload the save before the finale. This was quite the letdown for me since everything I was doing on the first expansion felt out of place. I ended up not leaving the first town before stoppong. If you could make some kind of review when you're down with both I'd appreciate it since from what I remember our feeling of the main game was pretty much the same. So I guess if you like the expansion I'll like them too in a way :D .



#267
rjshae

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About the expansions, I feel the need to say that I found it really weird that one cannot continue playing them after finishing the main quest but has to reload the save before the finale. This was quite the letdown for me since everything I was doing on the first expansion felt out of place. I ended up not leaving the first town before stoppong. If you could make some kind of review when you're down with both I'd appreciate it since from what I remember our feeling of the main game was pretty much the same. So I guess if you like the expansion I'll like them too in a way :D .

 

I guess I'm not quite sure what you mean here. By "first expansion", are you referring to Shadows of Undretide?



#268
andysks

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No I was just talking about Pillars :D. Sorry forgot to mention it.


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#269
Tchos

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About the expansions, I feel the need to say that I found it really weird that one cannot continue playing them after finishing the main quest but has to reload the save before the finale. This was quite the letdown for me since everything I was doing on the first expansion felt out of place.

 

I have the same complaint about the expansions for Icewind Dale -- Heart of Winter and Trials of the Luremaster.  Completing the OC means you can't do Heart of Winter without going back to a previous save and leaving the final boss alive while you go off on another adventure.  Maybe that's the tradition they had in mind for Pillars.



#270
Sabranic

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Was the same way with tales of the sword coast.  Throne of Bhaal picked up right after you punched Jon's ticket however.



#271
Shallina

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not an extension of the first campaign but a new campaign in the same game. I think it' s cool ! Extension or new campaign both are cool.



#272
rjshae

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The broken weapon collection is complete. Here's an in-game shot:

broken_weapons_zpsowmhivdh.jpg

It's a little difficult to see, I suppose. Kamal won't be happy.  :P

 

Anyway, I decided to put a copy on Dropbox in case somebody needs some extra dungeon dross:


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#273
kamal_

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It's a little difficult to see, I suppose. Kamal won't be happy.  :P

 

It's at least clearly visible, unlike some screenshots that I've seen on the vault of people's stuff. :angry:



#274
rjshae

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It's at least clearly visible, unlike some screenshots that I've seen on the vault of people's stuff. :angry:

 

Good then.  :)



#275
rjshae

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Hmm, I seem to have encountered some sort of limit with the area. When I try to load it, the toolset crashes. I did the export/re-import thing and it loaded okay. But then it crashed again the next time I opened the module. For the last few weeks the area has been taking forever to load, so I'm wondering if the Dungeon tileset is just too mesh heavy? I might try importing it into a test module and see if it loads okay there. If it doesn't, I'll need to do a re-think on this project. Maybe I'll need to re-do the Dungeon tileset with much lower poly meshes? Dang it. :(