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Neverwinter Nights 2 Forum News (Jan. 14, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Jan 14, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault from Obsidian Forums. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Brian Lawson, Graphics Programming

    Tilesets and pathnodes

    how costumizable will the tiles themselves be? I don't mean by adding placeables by being able to change colors fo the terrain adding features so that city terrain can be a coast with a dock and sand to represent a beach if you want it. I think the abilty to customize tile sets will be greater than providing us with a million and one tile sets.
    Placeables in the true sense of the word...

    Erik Novales, Programmer

    Array Support
    It's one of those things that can be hacked around, but native language arrays would be much better. (if for no other reason than speed -- doing all of those script calls for array access is slow! )

    FrankK, Programmer

    Array Support
    We've had this request come up from internal design. It's being looked into once we task programmers to developing the scripting language. No promises other than a feasibility study (ie, what will it take to get it in).

    Art Direction

    If buildings were placeables, I think the community would be vastly more active in making new ones. It's a huge pain to add buildings to a tileset. We never really saw many new tilesets besides reskins for this reason.
    This is something we are looking into. We are prototyping map-making solutions at this time.

    Interative Animations
    This is not out of the realm of possibility using some form of limited IK or procedural animation scheme. There are other engine issues we'd need to overcome, but we've at least scoped something like this out (which means, we've talked about it but nobody is working on it).

    Jason Keeney, Programmer

    Tilesets and Pathnodes
    The size of the tiles will probably stay about the same size as before to maintain the ease and speed of layout. That said, because of our overhaul of related sub-systems ( collision meshes, placeables, pathfinding, etc...) many of the old problems associated with such large tiles will be gone...
     
    Last edited by a moderator: Jan 3, 2018
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