Waterdeep/Skullport Progress Screens
Moderator: ALFA Administrators
- Grand Fromage
- Goon Spy
- Posts: 1838
- Joined: Sat Jan 03, 2004 9:04 am
- Location: Chengdu, Sichuan, China
It depends on the city. Generally, no. There was a little gap between the gutter and the buildings, but that's about as close as it got. They did exist in some places though; I can't remember if those were later construction, earlier, or just style differences. Of course, they didn't have wizards either.
Last screen before submission:

This is the only area I'll be able to decorate with any detail...the rest will be broad stroke. However, the WD team won't have any trouble spicing things up...throw it at Jayde and see what happens.
I promised I'd add street and building names, which will take me a day. That leaves me one day for the minor areas (still haven't done them yet) and for refining walkmeshes in major areas. All texturing is now done.

This is the only area I'll be able to decorate with any detail...the rest will be broad stroke. However, the WD team won't have any trouble spicing things up...throw it at Jayde and see what happens.
I promised I'd add street and building names, which will take me a day. That leaves me one day for the minor areas (still haven't done them yet) and for refining walkmeshes in major areas. All texturing is now done.
The medieval cities of Faerun are socially way more advanced than anything medieval. And thanks to the gnomes and dwarves, mechanically more advanced too. Closer to Georgian London than Medieval London, I would say.Mikayla wrote:It looks great indio. A question though: did Medieval cities have sidewalks? I don't think they did, though many had open sewars too, which Waterdeep would not have as it has a full fledged underground sewer system - still - would Waterdeep even HAVE sidewalks? Why? There are no cars, and everyone walks (though some would be on horses) and sidewalks did not really come into their own until cars, or so I think. Anyway, just a thought. The screens look great.
And "sidewalks" came about long before the car. The people may be walking, but the vast bulk of goods are going by wagon or cart or (in the case of meat) on the hoof) - and when any major transport in your city is being done by animals - you get an awful lot of dung.
So raised kerbs make a great deal of sense, to give you somewhere to walk without getting your feet covered in excrement. Even the romans had them (complete with stepping stones in the middle so you could get from one side of the road to the other at major junctions).
You'd probably also find independent crossing-sweepers - a man or young lad with a broom who will sweep a clear path through the poo for you so that you can cross the road, in exchange for a couple of pence.
*****
However, I doubt that enough people care about this to make it worth the real hassle of putting in raised kerbs around the cobbled streets. So think of this more of a minor (if possibly apocraphyl) history lesson
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While I'll be sending the module to cipher tomorrow and my self-imposed deadline expires, I'm not as far along as I'd like to be. I'll continue working for another 2 weeks, but only in the mornings before my boy wakes up, to finish off what I wanted to have done.
The good news is the textures in game look very nice and walkmeshes are 90% complete. AL, if you read this, can you steer me in the direction of the Seamless AT's you made? I know I said I probably wouldn't use them, but now it turns out I will.
Here are 15 of the 18 areas to show eveyone where I'm at...the last 3 areas are currently just grass so I didn't bother. I'm on dialup until tomorrow midnight, so lots of these are still uploading.















The good news is the textures in game look very nice and walkmeshes are 90% complete. AL, if you read this, can you steer me in the direction of the Seamless AT's you made? I know I said I probably wouldn't use them, but now it turns out I will.
Here are 15 of the 18 areas to show eveyone where I'm at...the last 3 areas are currently just grass so I didn't bother. I'm on dialup until tomorrow midnight, so lots of these are still uploading.
Congratulations, Indio. You've achieved what most would have called impossible. 18 textured, quality areas of 32 x 32 tiles in 22 days. That's astonishing. I've updated all my posts around the wider community with screenies, including the NWN2 Builders Forum post.
Thanks for all you do to get ALFA live in NWN2.
Thanks for all you do to get ALFA live in NWN2.
Enjoy the game
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
Hi Indio,
I've been unable to open some of the [presumably larger] areas of the module. I'm all up to date so I suspect it's my rig. The toolset crashes whenever I try to open them (like n_1 for example).
Do I need more than 2GB of memory to load these areas? Any specific settings/specs I should aim for?
Also, did you have any luck with terrain variation/heightmapping? Just curious.
Thanks.
I've been unable to open some of the [presumably larger] areas of the module. I'm all up to date so I suspect it's my rig. The toolset crashes whenever I try to open them (like n_1 for example).
Do I need more than 2GB of memory to load these areas? Any specific settings/specs I should aim for?
Also, did you have any luck with terrain variation/heightmapping? Just curious.
Thanks.
All areas are 32x32, so that's a shame. Opening 32x32 areas on a laptop is difficult, and it usually crashes me also (my lapper is C2Duo 1.8Ghz with 2GB RAM). You can try having all all elements set to Hide All, but it really is a desktop module.
There is height variations is all areas...all roads are slightly sunken...but there are no hills or dramatic height changes.
There is height variations is all areas...all roads are slightly sunken...but there are no hills or dramatic height changes.
