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Baldur's Gate II: Shadows of Amn Reloaded


drechner

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PJ156

 

A shot of the, close to complete, D'Arnise castle second floor. Some stock and a lot of cc in here. The castle walls and ceiling are re-textured to be plaster, the floor is part of the SI reskin pack. I made the snake bookcase set teak with a carved inlay. the books are now tintable so there is a little less blandness to the estate book sets. The BCK stairwell has some stairs RJS isolated and modified for me from another stair model. Lamps are Calista's as is the candle stick in the background.

 

The Lighting still needs tweaking but that's the last job I do on an area.

 

http://i43.photobucket.com/albums/e377/PJ156/Darnise%2001_zpshvgubose.jpg

 

In game it's inhabited by Yuan Tee and a troll. Therefore I guess it should be trashed, by the troll, if not the Yuan Tee, but I cannot bring myself to build a room that sits too far from the original. Except fort he crates ... BGII uses a lot of crates as well as the OC to fill spaces sad.png I don't like using them everywhere, it seems lazy to me.

 

PJ

 

Shallina

 

Love it, good work smile.png

 

rjshae

 

It looks really nice PJ; very classy.

 

As for the neatness, well I guess D&D dungeons aren't always logical. Unless the Yuan-ti is actually using the library for its intended purpose, of course.

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PJ156

The 13 areas that make up ar1500 are safely with Drew now but here's a peak at what you can expect smile.png

 

http://i43.photobucket.com/albums/e377/PJ156/spellhold%2010_zps4fef6grc.jpg

 

Jars by Callister, dias from the RJS city pack, for the green lights I retextured the stone wall posts and gave them a glow map. The awesome machine parts are by 4760 along with the white lights on the dias. Floors and walls are custom textures from yours truly. The room itself is made of custom tiles by RJS.

 

Just add Irenicus and you have a battle royal.

 

[Ooops, already posted a picture of this one ... ah well, something original in a day or so smile.png ]

 

PJ

 

 

rjshae

Well the other was from a different angle, so that's okay. Might I ask where you got the blue glowy tubes?

 

 

PJ156

 

4760 made those for the project.

 

PJ

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PJ156

 

D'Arnise hold is complete and shipped to Drew. I am going to focus now on taking the interiors in order.

 

RJS has been a great help here as there are a few custom tiles, but for the most part this set of areas has been about textures and the "feel" of the castle. There will be a greater need for content in the future but I have the support of some very talented builders so all will be well.

 

There are 303 areas in BGII as far as I can see and around 2/3 of those are interiors. I have completed 74 and Andysks has done some too so we are well on the way.

 

Of course there's BG ToB as well but I think Shallina has that covered.

 

Time to get my head down and build some areas.

 

http://i43.photobucket.com/albums/e377/PJ156/Darnise%2005_zpswrsloeyp.jpg

 

PJ

 

 

rjshae

It's looking really nice, PJ. Good job!

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PJ156

 

Candlekeep

 

http://i43.photobucket.com/albums/e377/PJ156/Candlekeep_zpsqbedbvbj.jpg

 

Kneeler from the RJS city pack, the rest is re-textured stock. There's one more placeable to come which will make a difference to this area. I may post a picture with it in ....

 

I finally got round to re-texturing the cave plant and making it tintable without a glow map. I will be using that a lot for house plants smile.png

 

PJ

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Shallina

Awesome screens !

 

I finished TOB scripping but didn t have the guts to finalize the debug yet. I am also lacking full module to script for the no-TOB part.

 

So I started to work on core "scripting" for the OC.

 

I am pleased to announce something :

 

I just finished several "add in" that blend perfectly into the LVL UP GUI which allow to select spells for dual casting class. We can' t give a player a new level in a giving class with scripting, wich mean it 's impossible to do a custom lvl up GUI.

 

So I made several "ADD IN" which "spawn" when necesarry and blend perfectly into existing "GUI LVLUP" screen and allow dual casting.

 

The warlock isn 't included and not planed, it 's not a "real" spellcasting class, but all combinaison of "ARCANNE, DIVINE" are now possible.

I made a "a spell panel" that simulate the lvl up spell screen, when the default spell panel isn' t showing, and I made a "toogle" that show itself when necesarry and allow to switch between arcanne and divine spell selection for combinaison which require 2 selections( FAV SOUL and SPIRIT SHAMAN).

 

SO yeah for SOAR we' ll have dual spellcasting IN. It wasn 't a matter of editing 2DA, many poeple al ready did the 2da job, but a matter of a heavy work in the GUI, I think it took me between 200 and 300 hours of work for that functionnality.

 

There is the need of the spellcaster school for wizard, so WIZARD which are "imported" into the campaign won't be able to get dual spellcasting, also it won' t be possible to export "dual casting" based wizard beceause of it. There is a system which "tags" the spell caster school when the player takes it within the campaign.

 

 

rjshae

That seems like a lot of work for a specialty prestige class. Congratulations on putting it together though. smile.png

 

Shallina

I got all the area for Brinlaw, and I started to work on it. In 2 or 3 weeks, it should be all scripted. I really like the feel Brinlaw gives (exterior & interiors).

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PJ156

 

AR_0069 work in progress.

 

RJS did the alcoves for me, and the pillars are from the city pack. The texturing is mine.

 

http://i43.photobucket.com/albums/e377/PJ156/ar0069_zpslf2zd4s4.jpg

 

4760 has also done some great work for upcoming areas .... more screens to follow biggrin.png

 

PJ

 

rjshae

Is that the Council of Six building? It looks a little different.

 

PJ156

Sort of, the statues and floor texture from the original is not available to me (lord knows I've tried to get the floor right sad.png)

 

This one is for the cut scene where Irenicus leaves spell hold. It will in the game only briefly, for the city area I will gather more resources to bring it closer.

 

I used the castle because I have the 1.5 depth tiles you gave me along with a semicircular corridor end. In the end they worked well once they were re-textured.

 

If you've any thoughts on how it can be improved please shout out, though the vfx and lighting will make a huge difference. The original looks like this:

 

http://i43.photobucket.com/albums/e377/PJ156/ar0069_2_zpspijb9jxo.jpg

 

The area is work in progress, and I want to swap out the scales symbol for the red medallion you can see above as part of finishing it off.

 

PJ

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PJ156

This area (ar_0072 - Drow Temple) has been the toughest so far for me and has stalled progress. However I have the custom assets now and the hardest of the textures are behind me. Again I have to thank RJS for some very cool placeables. There's some BCK in there and the eggs are from the Trinity set, the textures I have had to build from scratch.

 

All this is good preparation for Ust Natha and, when complete, will finish the ar 0000 interiors. the next set are tough also but it's all good fun smile.png

 

PJ

 

http://i43.photobucket.com/albums/e377/PJ156/0072_1_zpsdrctj8ad.jpg

 

Fancy iron work and round rooms thanks to RJS, this is my placeholder area.

 

http://i43.photobucket.com/albums/e377/PJ156/0072_2_zpsuqxuhtnt.jpg

 

Basic textures are done (the shells were a bugger to do). I have all the other elements so its just pulling it all together now smile.png

 

PJ

 

 

I feel sorry for whomever got assigned Ust Natha.

 

I've assumed it's an interior and therefore it's mine smile.png

 

Should be a challenge ....

 

PJ

 

Shallina

 

really good work smile.png

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PJ156

Like some people, a little low lighting helps matters somewhat. this has been a tough area though and still in need of work, so this is not the final area. It is the final picture though. I don't wan't to spoil too much.

 

http://i43.photobucket.com/albums/e377/PJ156/0072_3_zpsgfom9eyi.jpg

 

It's 90% there and it's time to move on to the ar 0200 set for now.

 

I'm using the sgk black sky dome and the stars are showing up. Anyone know why that is. I can test in game yet because the walk mesh is not complete, are the stars a toolset only thing?

 

PJ

 

That's a great looking screen though. I remember that area well.

 

Why not use a cave roof? You can one-side those so the overhead map shows up. It is underground... smile.png

 

That's a thought I will try that.

 

PJ

 

If not for the resolution, I would have mistaken that last screenshot for a shot from one of the movies they show in the original game to introduce important areas.

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PJ156

I'm working on the ar0202 set right now. Some of the CC here (not shown) is going to make your eyes water smile.png. This set is the unseeing eye quest for the most part.

 

http://i43.photobucket.com/albums/e377/PJ156/0204_2_zpsurr4q4re.jpg

 

In a few weeks this will be packed up and out of the door then I am working on Leilon for a few weeks.

 

In the picture RJS separated the Kelemvor temple from its wall and I re-textured it. In the background I have given the sunken ruins some blue stained glass. I will likely do the same for the nearer building before i close the area. The walkways are re-textured BCK and the pipes come from Tupouns set. Lighting by calister with the pedestal a modified and re-textured stock item (the one with the face RJS took the face off and I re-textured it and made it tintable).

 

4760 has done an awesome model for the gas trap room and I've done new textures throughout the area. There are two meta tiles, one by RJS and one by 4760 that should get the palms sweating.

 

All in all, this set (one of the most technically hard so far) looks pretty damn good.

 

PJ

 

rjshae

 

When you do get to Ust Natha, there's a Aboleth model here that doesn't look half bad. Since it is kept in a tank, you could probably just use it as a placeable. It'd be a nice touch if the tendrils were animated though... smile.png

 

 

But that's NWN1.

 

We can port over NWN1 models using Blender. Just not the skeletons and animation stuff.

 

 

I can export the animations. But once again the NWN1 dds format is not compatible with the programs I use.

 

 

Here you go, I extracted a tga version using DDSTools.exe then flipped it vertically so the orientation should be correct. That's a fairly poly-heavy model. The texture file is only 512x512, so that's not so great. But all it needs to do is float in a tank. smile.png

 

 

Thanks, now converted to dds and normal map. Port in progress... wink.png

 

And here it is in the toolset:

http://staticdelivery.nexusmods.com/mods/181/images/901-0-1453573759.png

 

The idle animation at the moment supposes the monster is lying on the ground. I suppose having it floating in the water will be better for your needs?

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drechner

I'm sorry I haven't posted in a while; I didn't want to post anything without showing some progress first!

 

I've finished the Temple District exterior finally after a whole slew of new custom content. There's still a few tweaks to do (including the excessive glow on the giant globes outside of the Temple of Talos), but otherwise it's done and I'm happy the walkmesh worked on the first try smile.png

 

http://i.imgur.com/FaztTy3.pnghttp://i.imgur.com/msM80fR.pnghttp://i.imgur.com/1BpPnXB.pnghttp://i.imgur.com/8MjMYuZ.pnghttp://i.imgur.com/f1qd0El.pnghttp://i.imgur.com/l1w7Ttl.png

 

PJ156

 

Very nice, I can't wait to do the interiors unsure.png

 

PJ

 

rjshae

Looks good! They sure do keep those streets clean. I'm surprised there isn't some peasant out in a flat-bottomed boat trying to catch some halibut...

 

 

Walkmesh worked on first try?

 

Some guys have all the luck smile.png

 

 

Shallina

 

There is no luck ! There is the force ! and a lot of practice!

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