NWN 1 you could build a whole universe all by your self with little to no experience, NWN 2 you should have known had NWN 1 tool set worked but the tutorials were there and you could still build a world by your self in more detail. Dragon Age seems to make you have to work with teams of people to produce a massive world of exploration, story line and cut scenes...
is it me or do they keep getting more and more complicated? (by they i mean the tool sets)
and discuss
is it me or do they get so complicated you need teams of people?
Débuté par
AdamKyleB
, mars 14 2010 08:13
#1
Posté 14 mars 2010 - 08:13
#2
Guest_templarioseco_*
Posté 14 mars 2010 - 08:23
Guest_templarioseco_*
Yea, it seems that this guys couldn't make it simple, i prefered NWN 1 scripts and things, it was even more reliable
#3
Posté 14 mars 2010 - 08:47
you need no team, you just need more time 
btw nobody keeps you away from modding with the old nwn1's toolset.
btw nobody keeps you away from modding with the old nwn1's toolset.
#4
Posté 14 mars 2010 - 09:01
no that wasnt the point (ok well with time, college, job and life.........ya i do need more time LMAO) but the NWN thing wasnt the point it was more of the NWN1 = easy, 2 = medium DA:O = ....wtf.....
#5
Posté 14 mars 2010 - 09:41
it ain't that different from nwn2. the whole outdoor level creation, writing dialogues, scripting and cinematics are similar. indoor levels are as easy as playing with lego. lighting is a tricky bastard... but that's because of eclipseray. creating voice over is an easy doing. start little and grow larger in time
#6
Posté 14 mars 2010 - 10:01
I was just about to ask about voice acting, are there tool to take your voice and completely change it with in DA:O tool set?
#7
Posté 14 mars 2010 - 10:19
donnu what you wanna change but you just need to record your voice, create a .wav file and name it with the correct id of the file you want to replace.
#8
Posté 14 mars 2010 - 11:07
I think a lot of it has to do with the fact that the paradigm of doing things in general has changed, and well, you know how people are with change. For myself, things are on par with the NWN2 toolset. Obviously a lot more work than anything in NWN1, but in my eyes, the results are a lot better.
#9
Posté 15 mars 2010 - 06:35
Agreed, DAO has the edge, because it takes us into the next generation of games modding.
There's nothing to stop solo builders, in principle. Exterior level art and cinematics can take a bit longer than NWN, because you can do far more, but that's just a question of time.
For me, the compelling reason for working as a team is the step-change in quality results that DAO enables. With NWN, I was happy to do my own art, sound and cinematics, because the end result was always going to be simplistic. With DAO, I'd rather leave those aspects to specialists who can get the best out of the tools. Less for me to learn, too!
I'm keen to adapt to this, not simply to mod for DAO, but because future games modding will be even more sophisticated.
There's nothing to stop solo builders, in principle. Exterior level art and cinematics can take a bit longer than NWN, because you can do far more, but that's just a question of time.
For me, the compelling reason for working as a team is the step-change in quality results that DAO enables. With NWN, I was happy to do my own art, sound and cinematics, because the end result was always going to be simplistic. With DAO, I'd rather leave those aspects to specialists who can get the best out of the tools. Less for me to learn, too!
I'm keen to adapt to this, not simply to mod for DAO, but because future games modding will be even more sophisticated.
Modifié par Proleric1, 15 mars 2010 - 06:35 .
#10
Posté 15 mars 2010 - 11:29
you can still create good modules on your own, but you are limited to you skillset.
i'm a programmer and writer but no artist, so i could only work with vanilla content, but rearrange the content in a different way but never create something completely new.
someone else would have to do costum models and artwork for a fully new project
like with every 3d computer game you need modellers, texture painter and programmers, if you want to change the world to something different as it is(vanilla)...
I'm not familiar with NWN1 or 2 toolkits but in UnrealEd or similar packages(TES or so) you had to have teams to create new and interisting mods
i'm a programmer and writer but no artist, so i could only work with vanilla content, but rearrange the content in a different way but never create something completely new.
someone else would have to do costum models and artwork for a fully new project
like with every 3d computer game you need modellers, texture painter and programmers, if you want to change the world to something different as it is(vanilla)...
I'm not familiar with NWN1 or 2 toolkits but in UnrealEd or similar packages(TES or so) you had to have teams to create new and interisting mods
Modifié par Apolyon6k, 15 mars 2010 - 11:30 .
#11
Posté 15 mars 2010 - 12:15
I have never used NWN 1 toolset but I do prefer DAO toolset over the NWN2 toolset. Somehow with DAO toolset it's easier to get things to work the way I want. Exterior level editor is working very much the same way as in the NWN2. It will take more time only because the level quality requirements are higher, graphics engine is better and you can put a lot more details are art resources in a level. If you are happy in NWN 2 quality it shouldn't take any more time.
Of course there are some critical bugs like vegetation is not visible and models will appear 1-2km below/above the surface when trying to put the model on the surface. Everytime when placing a model I have to start looking around "where did it go ?". I have lost a lot of time because of these bugs.
I don't give any value for a cutscenes and I not puting a single one in my module. It's a waste of time.
One thing that really sucks is the projects site. It's insulting.
Of course there are some critical bugs like vegetation is not visible and models will appear 1-2km below/above the surface when trying to put the model on the surface. Everytime when placing a model I have to start looking around "where did it go ?". I have lost a lot of time because of these bugs.
I don't give any value for a cutscenes and I not puting a single one in my module. It's a waste of time.
One thing that really sucks is the projects site. It's insulting.





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