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rjshae

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Everything posted by rjshae

  1. I'm curious: will this conversion work with animated placeables such as the Windmill model or the animated banner? I'd like to animate an eyeball model, for example.
  2. No, it is definitely not dead. Much good progress has been made, but it's a long way from being finished. For the latest information, I'd take a look at the "Baldur's Gate: Reloaded" Facebook page.
  3. It sounds like the second is preferable then. Somebody needing to do mass conversions can always use a batch script.
  4. While a GUI interface will be very nice, I agree with Trinital that even just having a command line version will be a major boon. Thanks for all of your work on this.
  5. Correction: actually it's a helm model. You can modify the helm appearance to #104 and it will show the tiger head.
  6. I think they just provide additional head variants for the human male and female appearances. In particular, based on the model file names, I believe they should appear with head variant #105 for a human creature. You should be able to test them by copying to your Override directory. (For me, this is in Documents\Neverwinter Nights 2\Override.) I don't think you need to modify any .2da files, but I could be mistaken.
  7. HellfireRWS made some Rakshasa-like heads that I'm planning to use. I haven't see any reskinned bodies though, so I'm just going to use fully clothed human figures. There are Rakshasa skins in NWN in case somebody is interested.
  8. 1.Yes, one way would be to give them all unique tags and fire the attack script for each one. Another is you could create a custom faction, assign the minions to it, then make the faction hostile to the player at the end of the conversation. Or you could write your own ga_mob_scene script and cycle through the creatures making each one hostile. 2. You could make the portal clickable, have it launch a conversation on use, and trigger the jump as an action in the conversation branch. Or you could use a generic trigger area to run a script that performs the party jump. The problem then is the player may be surprised by the unexpected jump.
  9. Here are the NWN stats. I don't know if those match the D&D stats, but its usually easier to convert NWN stats to NWN2.
  10. At present I'm still working on the 2nd level of Undermountain. This weekend I did more fleshing out of the east area, building some more rubbish placeables to scatter around and laying down visual effects, lights, and sounds to create the proper environment. When I build these areas, I try to make them feel like small parts of a much larger dungeon, so there are blocked off corridors due to open pits or metal gratings, platforms with doors on the other side of a gap, and so forth. I was tempted to add another area to the mix, but for right now I decided to stay focused on the existing content. This version of undermountain is generally dank and gloomy with islands of light being provided by torches, braziers, fires, and magic. It's much darker than the original HotU dungeon, which seemed excessively bright. Hopefully that won't be to much of an issue for the players. There's always magic glowing rings available at the start of the game. While implementing the cleric Linu's recruitment location, I discovered that there is a whole separate track of party member conversations that I need to add. A number of the script elements for this game are buried in the standard stock scripts, so it's been a matter of burrowing through the code and finding out where it leads. In this case, it turns out the companion conversations used prior to being recruited are separate from the party member conversations; a switch that is handled in one of the stock henchmen include files. These separate conversations are probably going to take another week or so to finish, but they are needed since they handle the cases where you alienate companions. There are quite a few differences between how companions are managed in NWN and NWN2. These have led me, for example, to some content cuts from the conversations, since you won't need to ask your party members to do things like cast spells or change their primary class. (I'm actually setting the condition to gc_false for those branches, just in case.) I need to spend some time figuring out what I need to convert from the old henchmen scripts to the standard NWN2 companion scripts, which could take extensive work as I'm finding out. Plus, now that most of the party members can be recruited, I need to set up the party management interface in place of the NWN method. I'm planning to make it a NWN2 OC style party management. Most of the conversations will be OC style, rather than SoZ, and use the NWN conversation interface. There's at least one element of this area that I haven't figured out yet -- an invisible entity in one of the rooms. I'll need to dig through the various triggers to see how that is activated.
  11. I believe the number of classes is hard coded into the API as well as in various scripts. Fixing that would likely require a rewrite of the game engine.
  12. I was just wondering, will this tool able to handle ASCII FBX files such as this one? I'm currently not able to import the Rakshi Games FBX files into Blender for that reason.
  13. That looks impressive. So if I understand this correctly, it basically solves the issue of creating and modifying animated models in NWN2? Man, if only we'd had this a decade ago.
  14. Hmm, it's a bit odd that they are blocking Germany. They're not exactly a den of inappropriate activity. Thanks.
  15. Okay, here you go: https://www.dropbox.com/s/hssrj7k634vovhz/hatsplosion.zip?dl=0
  16. Tracing route to neverwintervault.org [148.251.86.81]over a maximum of 30 hops: ... [snip] ... 5 11 ms 11 ms 10 ms be-40-ar01.seattle.wa.seattle.comcast.net [69.139.164.6] 6 10 ms 13 ms 9 ms lag-16.ear2.Seattle1.Level3.net [4.68.71.73] 7 165 ms 164 ms 164 ms ae-1-3104.edge7.Frankfurt1.Level3.net [4.69.159.34] 8 159 ms 160 ms 161 ms 62.67.34.118 9 168 ms 166 ms 164 ms core-backbone-100g-fra.hetzner.de [80.255.15.122] 10 164 ms 163 ms 162 ms core1.fra.hetzner.com [213.239.245.9] 11 164 ms 165 ms 166 ms core23.fsn1.hetzner.com [213.239.203.154] 12 165 ms 164 ms 164 ms ex9k2.rz20.hetzner.de [213.239.229.10] 13 165 ms 165 ms 164 ms neverwintervault.org [148.251.86.81] Trace complete.
  17. Can you get there via this alternative address? http://neverwintervault.net You can see it's up via the Alexa traffic statistics: http://www.all-alexa.com/siteinfo/neverwintervault.org Perhaps there is an issue with your ISP? Here are copies I put in my Dropbox folder: https://www.dropbox.com/s/mmsd6lv9uwr0xsl/HS_deepdivehat.zip?dl=0https://www.dropbox.com/s/ezrg0qx8pogd30m/HS_pithhelmforallraces.zip?dl=0https://www.dropbox.com/s/p26sto1g0wi36u0/HS_tophatforallraces.zip?dl=0I'd grab them now because at some point they'll be deleted.
  18. They do have a high Jump skill score (+18) along with Climb (also +18), so I'd imagine they can do some sort of hopping movement. Or maybe awkward skipping? *shrug*
  19. A jellyfish creature would be a nice touch. Unless you're making a Flumph, I wouldn't think it would need other animations, except maybe a death animation?
  20. Awesome! There should be enough underwater content by now for somebody to build an adventure module.
  21. Thanks. I think the seam in your example shows up where the UV positions don't match. There's an option for merging doubles across the mesh, but it's not very refined. Perhaps a better approach would be to cycle through the mesh and merge double vertices where the normals nearly match? Hmm...
  22. Well I meant in terms of his (or her) interpretation of the error.
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