You are here

Hordes of the Underdark Revisited

68 posts / 0 new
Last post
rjshae

Yes, the texture settings are essentially identical, including all the material binaries. Plus the appearance on the opposite side is pretty much indistingushable from the tile texture. It's just that one side of the placeable. I confirmed that the vertical alignment of the texture is the same on both sides.

  • up
    50%
  • down
    50%
4760

Just to detect if it's related to the secret door itself: could you rotate the model 180°, so that the "wrong" side and the "correct" side are switched, and see if the lighter side is still the one facing the character (in which case it has nothing to do with the texture or the mesh), or if it changed sides as well (in which case, there's something either in the texture, UV map or normals of the "wrong" side of the door)?

  • up
    50%
  • down
    50%
rjshae

Yes, I need to do some more testing. Rotating the door sounds like a good start. As far as I could tell, the normals were correct, but maybe I need to check the edge joins to see if there are some smoothing issues.

  • up
    50%
  • down
    50%
rjshae

In a previously unexplored section of Undermountain, our protagonist takes a wrong turn...

It's a good job she's a high level Paladin, or she'd probably be toast at this point.

  • up
    100%
  • down
    0%
Quixal

That screen shot kinda sums up Undermountain. Halaster would be proud.

  • up
    100%
  • down
    0%
rjshae

Ta-da! A functioning door -- my first:

Now to put something in the cage...

  • up
    100%
  • down
    0%
rjshae

I've added an appendix to the cabinet animation tutorial that briefly describes how to use the same technique to animate a door.

  • up
    100%
  • down
    0%
rjshae

I've tried various things trying to get that secret door not to show the odd illumination, even creating the door again from scratch. The only element I can find that causes the problem is the presence of a skeleton for the door in the placeables.2da file. Once I blank out the skeleton field, the lighting issue goes away. It looks like I'm going to have to give up on animation for the door and just settle on having it fade away. I did add a dust cloud visual effect though, which somewhat makes up for it.

  • up
    100%
  • down
    0%
Greenman6220
That should work very well. As a player if it gives me the illusion of the door opening that is good too.

Greenman6220

  • up
    100%
  • down
    0%
rjshae

Here's a little weekend project to put together a spiked door. It's a higher poly count but seems to work okay. I figure some of the spikes must retract in order for the door to swing open. Sure, that's it...

  • up
    100%
  • down
    0%
kamal
That first picture needs a thought bubble that says "oh hell no".
  • up
    100%
  • down
    0%
Tarot Redhand

You mean like those I did for the NwN1 January 2013 ccc?

 

Feel free to use for NwN2 vfx if you've got enough of a sense of the ridiculous.

@rjshae I'm still loving what you're doing here and I'm not trying to derail this thread. Just couldn't resist.

TR

  • up
    50%
  • down
    50%
GCoyote

"I've got two dozen spicy stirge wings, a growler of harvest meade, and an order of cheesy bread for a Mr. Halaster? Hello?

<b>"Please VOTE on the content you play."</b>

  • up
    100%
  • down
    0%
Greenman6220
The stirge wings were suppose to be on my pizza. Hey were is the pizza. Sorry I just couldn't resist. :)
  • up
    50%
  • down
    50%
kamal

Spicy stirge wings are going to be mandatory for any Planescape mod now, just like chocolate quasits.

  • up
    100%
  • down
    0%
Spirit357

 2 Quick questions: Is this project still ongoing? and which version is it for?

  • up
    50%
  • down
    50%
Quixal

This project is still alive. You aren't seeing new info because of the forum switch. You should go here:https://forum.neverwintervault.org/t/hordes-of-the-underdark-revisited/2...

I am not sure what you are asking in the second question? if you mean NWN1 vs NWN2, NWN2. If you mean what patch version, I assume the final patch version for the game from oh so many years ago. I don't remember the patch number off hand.

I hope this helps. And feel free to join us on the new forums.

Quixal

 

 

  • up
    100%
  • down
    0%

Pages