Dragon Age Origins

Ideas and suggestions for game mechanics and rules.
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ElCadaver
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Dragon Age Origins

Post by ElCadaver »

I have been told that DAO uses the neverwinter nights engine, and from the looks of it that could be the case. If so, does this mean we have an untapped hoarde of cool new armor, weapons, shields, clothing, placeables, textures... etc, just waitiing to be ripped into ALFA? Got to tell you, playing the game I have learned so much about building, it's a cut above NWN2. the Brecillian Forrest is so immersive, you feel like yo are there... I think I am inspired to finish tempus tears now.
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CloudDancing
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Re: Dragon Age Origins

Post by CloudDancing »

The Dragon Age Toolset has two limitations:

1. It isnt designed to be used in multiplayer and there is no game hosting system like Gamespy

2. It is a seriously professional tool developed as the next generation based OFF of the Aurora. It is not the Neverwinter Nights 2 toolset.

I lamented over this game because it was obviously what Bioware intended NWN 2-3 to be but sadly Atari gave their creative rights over FR away as far as that development. EA decided that multiplayer was just not money making and instead went for purchased game content and module upgrades. I also had the feeling that the graphics required for the game might be a little top heavy for the average computer and definately a challenge to host as a server.
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ElCadaver
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Re: Dragon Age Origins

Post by ElCadaver »

It's not the toolset I'm interested in, its the armour and creature models etc.. can you imagine fighting a Revenant in ALFA, cool.
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Sandermann
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Re: Dragon Age Origins

Post by Sandermann »

Had a quick look at this.

Its a pretty big no, DAO models are using a much more complicated skeletal set up I think, you cant just "import" something from one game to another in a plug and play manner, you would have to take the DAO mesh and skin that to a NWN2 skeleton (vertex by vertex as well), re do the normal maps for the DAO's and then sort out all the other problems such as scaling, armour piece assignment, collision boxes, sort out the textures for tinting, etc.

If we are going to do any of that we'd be better off making new, FR appropriate models from scratch, it would be faster :P
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Gimlor Stoneaxe
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Re: Dragon Age Origins

Post by Gimlor Stoneaxe »

While converting the models would not be that big of a deal (faster than making them from scratch). I would advise against porting content from Dragon Age.
FR specific or ALFA specific content would be much better.

I have converted the DAO werewolf just to see how hard it would be, but RWS will never release it, it was just a test.

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Happycrow
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Re: Dragon Age Origins

Post by Happycrow »

My ettercaps are still "stuck on stupid," too. But if I can ever figure them out... :lol:
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Gimlor Stoneaxe
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Re: Dragon Age Origins

Post by Gimlor Stoneaxe »

Still having a problem with UV maps? If so I can unwrap them for you.
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Happycrow
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Re: Dragon Age Origins

Post by Happycrow »

Was out of town for a bit, but yeah, never did figure it out. Don't want to totally derail this, let me post up over on the RWS forum.
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ElCadaver
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Re: Dragon Age Origins

Post by ElCadaver »

Surely environmental objects can't be as hard?
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