Texturing is well underway. Here are some preliminary results:
What remains after this phase is (this is as much for my benefit getting back in the saddle here):
- Complete minor area placeables
- Finalise walkmeshes ...this is done for all major areas bar one
- Street and building names
- Decoration
If the next 4 days remain clear...the weekend is looking crowded all of a sudden, Jan 1 is still the deadline.
Whoever takes this mod, I'm on board to DM, if you'll have me. Waterdeep's always been my home and it looks like Indio is zigging her for great justice.
If I have time to play again, I know where I will be playing...
*** ANON: has joined #channel
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MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
Some curb experimentation tonight, but very disappointing. Too much time is required to avoid significant walkmesh problems. Now what that means is a major aesthetic element I was aiming to include is now scrubbed...there's no doubt the curbs look great. But they kill bake times, add to load times, are painful to place reliably and as such are not worth it. However, cipher and his team may decide they want them, and I've prepared the roads (they dip in the middle) for a relatively simple implementation for someone with the time to do it right.
All major areas are now ready for decoration and final texturing....still working on the best mix of textures for each area. I'll probably focus exclusively on all minor areas tomorrow to leave the final few days for adding names and applying final aesthetics.
At no point has this build become laborious....I put it down to a simple work habit of mine...any monotonous task I do first thing in the morning, which for me is usually 5am. I can drink coffee, read the news on my other monitor, eat breakfast. 2 hours later I've finished walkmeshes for an area. But I digress.
They look great but as you found really screw with walkmeshes and end up being more trouble than they're usually worth. Can't wait to walk around this baby.
Also, once you're done with these, how much room do you estimate to be left for other exteriors and interiors?
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.
ALFA1-NWN1: Sheyreiza Valakahsa
NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
NWN1-WD: Shein'n Valakasha
Yeah, it's an aesthetic decision at this stage to break things up. Every screen I looked at of cobblestone streets had sidewalks, but not many of those were from medieval times (any?).
I can merge the texture with an existing one without any trouble, or re-texture the areas in YATT without much trouble, but as it stands I'd rather leave them in for aesthetic reasons. And I guess because I won't be using city curbs.