@Grani - Currently? The other place where you'll still find it is on the Beamdog forums- though it's slowly getting better.
@Asymmetric - Re: Your comment about "But I have no idea how they could go about it." You're totally right about the tiles, for instance. Like, even if Beamdog had a NWN:EE on their plate there's the matter of updated character and monster models and the tilesets. I spend time specifically thinking about how one would go about overhauling the game with as little work as possible and after a really long time kicking it around, I at least came up with an approach for tilesets.
The actual number of unique geometry elements in a tileset is usually really low. I don't know how this would work in Blender, but in Max what you can do is run a script to identify all unique geometry in a scene and then turn them into instances. So, if you had all the tiles in a tileset completely loaded up, you'd run that script (there are a lot of them floating around) and, for instance, all the barrels in the tileset (nomatter how they were oriented) would become one instanced object. Then you just replace any one of the instanced objects and all of them in the scene change. So you could up-detail a whole tileset pretty quickly using that method. Obviously, there would be lots of straggler unique geometries, but I think they'd be vastly outweighed by the same old objects that the Bioware modelers cut and pasted across tiles. I had the idea a few months ago but I had enough problems loading up the whole tilesets that I just put it on the back burner. I would love to see somebody play around with this idea, though. I did a bunch of little tests and it seemed like a "viable" option.





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