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D20 Modern: All Work and No Play

Around Tuesday morning, my garden is prepared and my daily chores are now caught up. So I got back onto working on the models. Didn’t want to wait on those last two days. On Tuesday, I had to redo the entire window animations for the apartments. Allow to me elaborate my ordeal: I was testing the windows in the toolset and working as it should. In-game, however, they’re not. Going back and redo the windows again in a different way. It was a vice-versa: the windows aren’t working in the toolset but in-game it is. Finally, I’ve found a solution to my ordeal. Animating is no stranger to me but I was figuring out what NWN wants.
 
With my ordeal surmounted, apartments are now finalized. I proceeded to aqueducts and didn’t take long to finalize. I added one new feature called “Maintenance Door” and an one-by-three group called “Footbridge”.
 

 

In addition to the new variant tiles for aqueducts, I took the time to add emitters to the pipes to spew water. They’re set to off by default, for heads up. At first I thought it was going to be another arduous task but it was really easy to do. Here’s a screenshot of the emitters at work:
 

 

The bridge was hard to think of new tiles for. I decided to add two new group tiles of the same name, but one is crossable, called “Collapsed”. This should help module creators with getting the feel of danger or that action-packed kind of setting. Perhaps the bridge is just crumbling away because it hasn’t been used for decades. It may also help those who need that apocalyptic feel to it. Please ignore the white/non-textured models. I haven't included the new road texture yet. Plus the textures are named poorly too, and when I get aorund the group street tiles, it'll be properly textured. Here’s some screenshots of the two new groups:
 

 

The chain-links fences was fast to complete. I was able think of one new feature called “Fence, Broken”. This may be useful for module creators if they want in a chase scene or something big has busted through. Here’s the new features:
 

 

Still debating if I should add a chain-link door and chain-link gate. I’m willing to add them but I don’t know it’ll break something. Granted these modern hakpaks are merged with other known modern hakpaks. So I took the initiative to pad “genericdoors.2da” with 20 new lines. Which my two doors, chain-link door and chain-link gate, will a couple of those spots. When I’m done, and whoever after me decides to add more doors, I already padded for you.
 
Oh, I almost forgot. Do you gals and guys know the “dead zone” or the “edge of the world”? You use a terrain and paint off the edge of the area? I normally refer to this as run-offs. Moreover, apartments and aqueducts didn’t had the appropriate run-off tiles. The bridge didn’t have one and I added one. I updated both chain-link fences’ run-off tiles. I’ll continue to do this for the others. So you don’t have to those blank edges of the area anymore.
 
I did these in two days before this update. And I’m still going too. The wood fence is next on my list and shouldn’t take long at all. As for the completion date I can’t really say because animating the windows was laborious to do. Maybe it’ll be a little smoother when I animate the other buildings, such as the high-rises and slums. As long everything goes smoothly, in the next couple or few updates, I may have a completion date then.
 
That’s it for now. Thanks for you reading and tried my best to sum up the sentences. I’m still taking in ideas you gals and guys have. You may leave comment here on my blog, send a direct message to me in the Vault, or on Steam ( http://steamcommunity.com/profiles/76561198074461797/ ). Since I’m on Steam majority of the time and NWN:EE is coming to Steam too. If you wish to add me on Steam to share your idea, leave a comment with a reason on my profile first. Because, otherwise, I will ignore you. I get a lot of random friend invites. Anyways, of the three, you’ll most likely get a response from me. See you gals and guys next week.
 
First Release: 
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Vanya Mia

Those new features look wonderful. Very nice work indeed.

As a question though, did you pad the standard generic doors and door types or the ones from the modern haks? The modern versions are already updated to handle additional doors from other tilesets, which I can change if necessary but it would be useful to know as I am currently working on a planetscape tileset which will add to them further.

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VahnHaunt

Padded the one from the modern hakpak. I simply added 20 more lines at the bottom of the genericdoors.2da file. I put it on hold for now and focus on the tiles first. I'll add the new doors later down the road.

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Vanya Mia

Ahh if it's just genericdoors.2da you've updated that's fine. I've added new to the doortypes.2da though so if you do need to add them there let me know. Not that I can't change mine easily enough but it's nice to co-ordinate as while it's your project still I see this as an important potential update to D20 Modern. yes

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