Waterdeep/Skullport Progress Screens

This is a general open discussion for all ALFA, Neverwinter Nights, and Dungeons & Dragons topics.

Moderator: ALFA Administrators

User avatar
Burt
Nihilist
Posts: 1161
Joined: Sat Jan 03, 2004 5:23 pm
Location: In-and-Out Burger, Camrose

Post by Burt »

Looking very nice indeed.

Not sure if it's possible in NWN2 but it should look a lot darker and dirtier in my mind. Otherwise I think it's pretty spot on.
Jagoff.
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Thanks Burt, old stick. The lid's still off the cave at this stage just while I'm finishing buidling. Once I'm done I'll put the lights out and stick a roof on it, then grubby it up.
User avatar
JaydeMoon
Fionn In Disguise
Posts: 3164
Joined: Sun Jan 04, 2004 11:03 pm
Location: Paradise
Contact:

Post by JaydeMoon »

:eek:

That's just ridiculous.

You are ridiculous.
<Burt>: two dudes are better than one.

DMG v.3.5 p.6, 8, and 14

BEATZ
Mikayla
Valsharess of ALFA
Posts: 3707
Joined: Sat Jan 03, 2004 5:37 pm
Location: Qu'ellar Faen Tlabbar, Noble Room 7, Menzoberranzan, NorthUnderdark

Post by Mikayla »

There are those in ALFA who've accused me of being prone to hyperbole, but of course, they are feeble-minded sons of whores prone to lying, cheating and bedwetting not to mention diddling their pet turtles. But that aside, those screenshots of Skullport leave me ... well ... speachless. F**kin' WOW. It gives me hope for ALFA 2.
ALFA1-NWN1: Sheyreiza Valakahsa
NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
NWN1-WD: Shein'n Valakasha
User avatar
Joos
Frost Giant
Posts: 769
Joined: Wed Jan 14, 2004 8:05 am
Location: Melbourne, Oz

Post by Joos »

Wow, very impressive Indio, well done!
User avatar
psycho_leo
Rust Monster
Posts: 1162
Joined: Tue Jan 17, 2006 2:10 am
Location: Brazil

Post by psycho_leo »

Mikayla wrote:There are those in ALFA who've accused me of being prone to hyperbole, but of course, they are feeble-minded sons of whores prone to lying, cheating and bedwetting not to mention diddling their pet turtles. But that aside, those screenshots of Skullport leave me ... well ... speachless. F**kin' WOW. It gives me hope for ALFA 2.
WTF! What did my pet turtle ever do to you?! :mad: :cry:

Also.. erm.. good work Indio.
Current PC: Gareth Darkriver, errant knight of Kelemvor
Se'rie Arnimane: Time is of the essence!
Nawiel Di'malie: Shush! we're celebrating!
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

I want to explain a few things about the WD/Skullport server, which I'm about to launch into in a big way.

For the Castle Ward area immediately above Skullport, I'll dissect the 32x32 area into 4 16x16 areas. This will allow quick load times for close by city adventuring and ensure travel to and from Skullport (or to and from Waterdeep) isn't arduous (technically).

So I'm going to use this terrific plugin called Terracoppa, which makes dividing 32x32 areas into 4 16x16 areas a cinch. Thangs put me on to it.

The exterior of SKullport is largely done and I'm starting on interiors, NPCs and quests. I'll incorporate relevant WD interiors (Yawning Portal etc) as well.

I'm going to try to keep pace with Rick as he moves from Beta 2 to 3 so that we can aim to go Live as close to each other as possible.

The last thing is Undermountain, which to me looks like a job for YATT, and thus made in an exterior tileset. Tricky, but worth it if it means noone goes stark raving mad trying to map 3 levels of that dungeon into NWN2 interiors.

Will update screens as I go. Thanks for the ongoing support.
User avatar
Rotku
Iron Fist Tyrant
Posts: 6948
Joined: Tue Jan 06, 2004 1:09 am
Location: New Zealand (+13 GMT)

Post by Rotku »

Out of curiousity, how did you do the catwalks? Wouldn't that involve two different layers of walkmesh? Or does NWN2 allow that?
< Signature Free Zone >
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

2 methods involved, because walkmesh can't be overlapped. One is a cheat that requires some suspension of disbelief, and the other is some luck.

It's hard to tell from the screens, but you can maybe make out some gates on the catwalks. The cheat is that you open a gate to cross parts of the catwalk that have no walkmesh....you simply transition a metre or two from your current position on the other side of the road below...clear as mud? I've put mock catwalks in to make it appear as though you can cross it, but it's all smoke and mirrors.

The luck part is that the catwalk largely runs on top of buildings, so while there are many gates and transitions to traverse the entire catwalk system (it's very tricky to merge walkmeshes around corners), few of the transitions are more than a metre wide.

Undermountain might bend to the will of YATT without too much fuss. Here's a shot after 20 minutes of experimenting. Obviously it will require dressing, but it probably represents several hours of interior building.
Image
User avatar
Rotku
Iron Fist Tyrant
Posts: 6948
Joined: Tue Jan 06, 2004 1:09 am
Location: New Zealand (+13 GMT)

Post by Rotku »

Ah, gotcha! Very clever. Guess I should have taken a closer look at the screenie ;)
< Signature Free Zone >
User avatar
darrenhfx
Beholder
Posts: 1982
Joined: Fri Jul 30, 2004 5:35 pm
Location: Halifax, Canada GMT -4 (AST)

Post by darrenhfx »

I had started playing around with Undermountain based on interiors and it would have taken a long time (and with much hair pulling) to have it look right. YATT looks to be a HUGE timesaver in this case and would be for any mapped-out dungeon area.

Are you using the latest Undermountain book for your maps?
User avatar
Grey Pilgrim
Dire Badger
Posts: 145
Joined: Mon Jan 05, 2004 9:40 am
Location: Edinburgh, UK

Post by Grey Pilgrim »

indio wrote:GP...what can I say...

I'll give you 3x1 hour tutorials and you'll never look back.
acquire nwn2: check
acquire nwn2 expansion pack: check
get bored playing OC: check
open toolset, freak out until finding & following the hitchhikers guide to using it: check

I actually quite like toolset2, i think we could become friends.

So...i guess i could now take you up on that kind offer of some tutorials if and when you have time. Then i can get back to building more huge mountain waterfall vanity projects.
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Post by Wynna »

GP has come home. *sniffle* I'm...I'm beside myself with happiness (and the person beside me says with more dignity: "Welcome back, GP!")
Enjoy the game
User avatar
Teric neDhalir
Githyanki
Posts: 1495
Joined: Mon Jan 05, 2004 10:04 pm
Location: Manchester UK

Post by Teric neDhalir »

darrenhfx wrote:I had started playing around with Undermountain based on interiors and it would have taken a long time (and with much hair pulling) to have it look right. YATT looks to be a HUGE timesaver in this case and would be for any mapped-out dungeon area.
Erm, doesn't look very nice, though. And where do you put the doors? Sorry to nay-say.
User avatar
darrenhfx
Beholder
Posts: 1982
Joined: Fri Jul 30, 2004 5:35 pm
Location: Halifax, Canada GMT -4 (AST)

Post by darrenhfx »

I think that screenie is intended to be a very early experimental model. The walls would have to be shaped and wall segments added for doors, I'll let the builder speak for himself though. :)

The beauty in my eyes is having the area layout spot-on to the map. Having to go back and inset wall segments, if it comes to that, would be a lot easier than trying to do versus building the area one wall segment at a time.

The amount of custom content for Undermountain would be quite high I would think with the number of traps and other canon odditites, but that's for another day.

*waves to GP*
Post Reply