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Purgatorio Area Prefabs


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#1
kamal_

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The Purgatorio campaign seemed to be quite far along as far as making lots of good looking areas goes, with probably two hundred plus custom made areas (I haven't counted them all yet, and some seem to be duplicates). Shame to let that go to waste... The areas include the usual range of caves, dungeons, wizard labs, homes, inns, a city etc., plus more unusual areas like planar areas. A good number of areas look like they could be useful with texture swapping of ground textures or a change of the day/night settings, to make their Sigil areas into a more normal looking city for instance.

 

http://neverwinterva...io-area-prefabs

 

 

The Purgatorio demo contained unreleased resources. The RDS website http://www.rdsplanes...nk is external) lists Rogue Dao Studio as closed and work ceased on Purgatorio. I have extracted the areas from their released demos. This release is "as is", the areas were made by Rogue Dao. Some areas such as Mechanus depend heavily on Purgatorio custom content such as tilesets which is not included in this area release. Most areas are complete, some are bare. I've tried to take out all the creatures etc, but some will have inevitably snuck through (goodness knows why the toolset's drag select won't actually select everything...). I did not check for things like inventory in chests, so you might find some.

 

The .erfs are grouped by the original module they came from:

Baator - 12 areas

Beastlands - 14 areas

Black Boots Walk - 15 areas

Boneyard - 5 areas

Ditch - 11 areas

Lot's Lane - 16 areas

Marble - 11 areas

Mechanus - 7 areas  (Mechanus depends heavily on it's custom tileset)

Mortuary - 18 areas

Outlands - 4 areas

Plain of Portals - 12 areas (badlands/volcanic exterior maps)

Prime Material - 3 areas

Right Angle - 14 areas

Slags - 7 areas (destroyed urban)

Tea Street - 13 areas

Undersigil - 16 areas

 

If I added things up right, that's 225 areas.

 

The Purgatorio custom tiles can be found in my tileset package here: http://neverwinterva...tileset-project

The Purgatorio custom placeables can be found in pj156's placeable package found here: http://neverwinterva...)</span></span>

 

Note that these areas can be seen in their original using the haks from the Purgatorio demo, linked above. The placeables.2da lines they used were in a reserved range, so you would need the placeables.2da from their hack and the placeables themselves from pj156's pack.


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#2
andysks

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This is awesome kamal. Thanks for taking the time to do it. For campaigns like mine such areas are a must have. However, I got disappointed to read that RDS won't complete their work. I often thought and hoped that they were working in silence all this time, and suddenly we would get a nice update. Now it makes me wonder how far they had been. Because I thought they were quite far, and were just working on the bugs and re work of mechanus.



#3
kamal_

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This is awesome kamal. Thanks for taking the time to do it. For campaigns like mine such areas are a must have. However, I got disappointed to read that RDS won't complete their work. I often thought and hoped that they were working in silence all this time, and suddenly we would get a nice update. Now it makes me wonder how far they had been. Because I thought they were quite far, and were just working on the bugs and re work of mechanus.

They released three demos, Prime Material Plane, Outlands, and Purgatorio. The only one I played was the Prime Material demo. Oddly the demo I played was not what's posted on the Vault (I reported a bug in an area not included in the Vault demo), but someone from the team probably gave me access to a demo in irc chat or something. Before anyone asks, there were two minor areas not in the vault demo and the village looked a bit different, and I don't have this demo any longer.

 

In any case since I only played the one demo, and the Prime demo was obviously somewhere in the middle of the plot, I'm not sure what the main plot was. The Prime demo started with a cutscene that was basically a mysterious figure is looking for the player for some reason. I'd guess that's part of the main plot but I don't know for sure. The cutscene was quite fancy.

 

Since I don't know what the main plot was, I can't really make a precise estimate on how far along they were other than thinking they were pretty far along just based on number of areas and their completion level. Of the demo released areas, maybe 95% look to be fully completed. The rest are split between placeholder areas (just tile layout), and obviously partially complete areas. In the complete areas it looks like the vast majority have been populated and scripting written for them (there are lots of triggers in many areas). The creatures in the areas just about all have names, custom descriptions if you examine them, and conversations (even if only one line barkstrings), The creature designs also look complete as they have customized armors, colors etc. There are conversation cameras all over the place as well. So whomever was doing creatures, conversations, and areas seems like they got very far.

 

What they didn't get done I can guess at, since there's a number of creatures referenced by various files that never got completed. Their incompleted slaadi would have pretty obviously been inhabitants in the Limbo module. There is a set of creatures, the carriage, carriage driver, and carriage horse, that were obviously designed to work together, the driver was apparently going to be a wing model of the carriage, so someone had planned to have all three working together and/or separately in some capacity. The marranloth is listed as a test model creature, so it would have been in in some capacity (and it appears in one map as a placeable, so there was probably a cutscene with it there). The Lady of Pain, a rowboat and a Pentadrone got as far as test models for creatures, and a Quaddrone and uridezu have an appearance.2da line but no model. The arcanoloth has only a head model.

 

Looking through the areas and conversations I occasionally saw notes like "it looks like you are doing something here so I won't touch this room" and "placeholder she hires the player to find a lawyer to get her out of her contract", so there's some incomplete bits.

 

So my conclusion is that they did indeed get quite far, but were unable to finish up for various reasons.


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#4
ColorsFade

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So my conclusion is that they did indeed get quite far, but were unable to finish up for various reasons.

 

From the blog, sounds like most of them got hired to work in the game industry. 

 

Cool for them. Too bad about Purgatorio, but I'm sure some folks will make use of those areas. 



#5
kamal_

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Updated with:

Gatehouse - 24 areas

Hiverunners - 16 areas

Limbo - 7 areas

 

Also I'd encourage people to get their vfx hak and get the vfx out of it, or at least get the Camb's and Sorceress Ashura vfx packs (as Purg uses them), as some areas like Limbo and the Sensate's areas really benefit from their vfx.



#6
kamal_

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Ok, all done. See the first post for the listing.