I was talking with a buddy of mine today that has done some modeling work for various game companies over the past few years. During our discussion we got on the subject of NWN and changing seasons. He had an interesting premise which might be worth exploring - at least for outdoor tiles...
1. Create a single tile aurorabase and walkmesh.
2. Create the terrain geometry and link all of it to one of the tile animation loops, pulling the geometry below the Z 0 height when the animation loop is switched off.
3. Clone ALL of the terrain geometry, texture it for winter, then link it to another of the tile animation loops - as above the geometry would be pulled below the Z height when the animation loops is switched off.
In essence, when animation loop 1 is active, it's summer. When animation loop 2 is switched on, its winter. What's neat about this idea, assuming I'm not mistaken about this next bit, is that you can script the animation loops to activate based upon specific conditions - i.e. changes in season as emulated by the game clock.
Animation loop 3 would be left open for things such as smoke or flame emitters which are common to both seasons.





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