So is it easy enough to have a head builder send you an area, you 'pretty it up' and send it back?
And i you were to do this, if you turned a 16 x16 area into a 14 x 14 area would that allow a fair bit more in terms of trees/grass/rocks etc while maintaining same computer drain? Or does it not work that way.
Inconsistent, unreliable help
- AcadiusLost
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Areas are pretty easy to trade around for beautification, certainly. Sounds like you're referring to exteriors there- I think the current need is greater for interiors (the "bare walls and floor" tiles that are standard in NWN2 add a fair level of tedium to the efforts).
[edit: to answer your question on density/size- I'd say a 14x14 area is pretty similar to a 16x16 one in terms of resources- more important is learning tricks like not overusing animated grass, and limiting the number of tree types per area (though you can place many copies of each).]
Anyone with ALFA's haks in place can work on these- importing some of the erfs linked here and in the custom content forum give expanded blueprints to work on pretty painlessly as well. Equally, items like weapons, armor, etc can be toolsetted freely with just the haks you otherwise use for playing/DMing.
The more complicated end of things is in building with the custom tilesets (deep chasms, dwarven halls, deep sewers, tower rooms, pocket cathedrals)- those require overrides and a few extra resources.
Yet more complicated is doing persistency scripting, statics, spawn point configuration, etc- that's gotten harder this time around, as we tie the ACR into other systems external to NWN2 now.
[edit: to answer your question on density/size- I'd say a 14x14 area is pretty similar to a 16x16 one in terms of resources- more important is learning tricks like not overusing animated grass, and limiting the number of tree types per area (though you can place many copies of each).]
Anyone with ALFA's haks in place can work on these- importing some of the erfs linked here and in the custom content forum give expanded blueprints to work on pretty painlessly as well. Equally, items like weapons, armor, etc can be toolsetted freely with just the haks you otherwise use for playing/DMing.
The more complicated end of things is in building with the custom tilesets (deep chasms, dwarven halls, deep sewers, tower rooms, pocket cathedrals)- those require overrides and a few extra resources.
Yet more complicated is doing persistency scripting, statics, spawn point configuration, etc- that's gotten harder this time around, as we tie the ACR into other systems external to NWN2 now.
Yep i'm very much talking beautification (or is it cover for an ambush!). As in the title i'm not consistent, have enough time or good enough to actually be aon a building team with deadlines. Just when the girlfriends out and i'm not at the pub i may be able to make a nice fishing spot (having tried to build 1 external area before one fishing spot may take me a few weeks:) ).
Haven't really ever seen the inside of a building in the toolset.
okie dokie. I'll have a look at those tricks of the trade. Cheers Al
Haven't really ever seen the inside of a building in the toolset.
okie dokie. I'll have a look at those tricks of the trade. Cheers Al