Any recommended areas?

A place for players to discuss building content (toolset Q&A etc.)
Noa
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Post by Noa »

O-O

I want to live there.
papaya taco
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Post by papaya taco »

I have an idea that might help the elevation/walkable issue; elevate the ground underneath the large floor area and turn it and the placeables it's resting ontop of into environment objects (so people can walk through them)

They walk up the ramp and onto the elevated ground hidden just beneath the floor placeable, giving the illusion of walking onto the floor.

This might not be worth the effort, because it'll take a great deal of fine tuning to get the floor placeable and ground elevation at just the right level so that it doesn't look like your feet are being eaten by the floor.

Just a suggestion ;)
blackheart
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Post by blackheart »

sirius wrote:There's an issue at the moment with walking around the temple (it's hard to make it both elevated above the ground, and walkable at the same time), but other than that, it's going well.
I can help you sir, it's called "Walkmesh helper!" You need a walkmesh helper plane at the same height as your elevate area, and possibly a walkmesh helper ramp to access it (although not alway true). I think they added it to the toolset for 1.05, if not you can download it on the vault. Turn on C2 data in order to be able to see the invisible walkable placeable, size, position, and bake at 350 degrees for 2 minutes, and then check your are with the surface mesh and baked views enabled. Voila!

I have a screeny posted elsewhere of the type of stuff that is possible with walkmesh helper (but don't steal my idea!):

viewtopic.php?t=427&postdays=0&postorder=asc&start=135
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sirius
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Post by sirius »

Awesome :D

Thanks blackheart and papaya
Sirius Calasthere: A travelling mage.
Maevan2
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Post by Maevan2 »

You guys make me very, very sad :cry:

Now i have to post some previews too. But don't think you can make me post any spoilers :lol:

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sirius
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Post by sirius »

Nice pictures, the roads are very nice, I didn't actually make the road out of the druid grove walkable (The very end of it is, but the rest is outside of the area), but for those interested, it looks a lot like the above :P

I like your use of thick grass, I haven't got around to including any thick areas of grass into the grove yet, only scattered stuff, might take a note from you there and include some long grass on the side of the road, looks very nice.
Last edited by sirius on Tue May 08, 2007 10:00 pm, edited 1 time in total.
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Maevan2
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Post by Maevan2 »

sirius wrote:Nice pictures, the roads are very nice, I didn't actually make the road out of the druid grove walkable (The very end of it is, but the rest is outside of the area, but for those interested, it looks a lot like the above :P
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sirius
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Post by sirius »

Huh?
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Maevan2
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Post by Maevan2 »

sirius wrote:Huh?
I work all day to get such roads and now you tell me yours already look the same? :wink:
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sirius
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Post by sirius »

Mine probably doesn't look as good as that yet, maybe after a lot of work :)

The road hasn't been my main worry anyway, it's the damn waypoints. The baking system is a pain, keeps blocking entire areas of the camp off. I think I've almost fixed it though, it's usually just a matter of shifting around placeables to spread them out more.
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Elerion
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Post by Elerion »

sirius wrote:I like your use of thick grass, I haven't got around to including any thick areas of grass into the grove yet, only scattered stuff, might take a note from you there and include some long grass on the side of the road, looks very nice.
Be extremely careful with thick grass. It induces horrible stress on graphic cards. Sure, it looks good, but it causes frame lag (and for the unfortunate ones, overheating issues).
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Griffin Ironfist
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Re: Any recommended areas?

Post by Griffin Ironfist »

sirius wrote:I've recently finished up most of the areas I've been doing (something like 9-10 areas in all), and intend to submit them pretty soon.

So, I was wondering what areas DMs or the community would appreciate those of us who like to contribute content to work on. I've noticed another couple of people asking similar questions.

I know we've been told to start working on dock locations, but I've just finished 6 areas (2 actual buildings, 3 areas in each, quite large) and am somewhat more interested in what other projects are up for grabs. So, ah, lay it on me?
Hey Sirius. I have been interested in submitting content for the last little while, but I'm not getting some of my questions answered by the devs and DM's. I need to know basics such as how do we develop such content? Do we need access to the module? How about sound file limitations, map sizes etc? What RP or historical guidelines need to be followed?

Can we just build the levels and forget about creature populations or quest scripting? I am tight on making levels and creature population, but advanced quest scripting, I'm less familiar with. I need info on treasure drops, item restrictions, creature restrictions and what not. Ravenwood and the Marsh beyond I would like to attempt to produce... I have some really good ideas that I would like to implement... but I don't want to start until I get some clarifications first. No point duplicating someone elses' work.

Anyways, this isn't only for Sirius to answer, anyone who is in the know, could surely help me out! Thanks in advance.
"Stars are holes from which the infinite shines."
Elerion
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Post by Elerion »

Let me try to answer, though some of this might be incorrect.

You don't need access to the module. Make your own areas in your own module and it can be imported to Das by the builders.

Sound file limitations, I imagine all standard NWN sounds can be included, but nothing that requires a hak or download of any kind.

RP or historical guidelines would likely be: If you're making an area that is marked on the campaign map, ask the builders first if they have plans for it. Ravenwood, for instance, has such plans, I think. Making a non-marked area would probably be better. Other than that, just follow Dasaria lore if you are including mention of gods or similar.

Treasure drops, take a lead from the dungeons already in the game. The items should be no greater than +3 (plus minor additional benefits at the very top end). Stat bonuses on items should only reach 3 at the very top end, and skill bonuses 5-6 max.

This could, as mentioned, be incorrect, though it's based on what I've seen mentioned before. It gives you a rough guideline, at least.
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SnorriHT
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Post by SnorriHT »

Elerion wrote: ...
Be extremely careful with thick grass. It induces horrible stress on graphic cards. Sure, it looks good, but it causes frame lag (and for the unfortunate ones, overheating issues).
That's why I turned the grass off...reduced my client crashing by 50%

oh and nice stuff Sirius, good luck with the baking!
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Elerion
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Post by Elerion »

SnorriHT wrote:
Elerion wrote: ...
Be extremely careful with thick grass. It induces horrible stress on graphic cards. Sure, it looks good, but it causes frame lag (and for the unfortunate ones, overheating issues).
That's why I turned the grass off...reduced my client crashing by 50%

oh and nice stuff Sirius, good luck with the baking!
Holy ****, is that new with 1.05? Never noticed it before. That's awesome.
Agra Flint, cleric of the Coven of Lancon's Mouth
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