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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Aug 25, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


    Joined:
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    (Originally posted by Steelgem)

    Derek French, Assistant Producer:

    Selectable Breast Sizes?:
    To answer the question, you will not be able to select size of specific body parts. All you can select is an overall body type.

    Marc Taro Holmes, Art Director:

    Custom Models & Particle Effects:
    flaming players - we just don't know yet how much control we can give you of the particle system. This is certainly one of the more tricky part of making game art, and we need to see how much access to this we can reasonably offer.

    You will have to be making these kind of art changes in max, you have to keep in mind, the toolset is a D&D game maker, not a magic all-in-one graphics program. Working with our proprietary art tools software is not as simple as using commercial stuff - there are other factors, not the least of which is distribution of our in house scripts - which we are still discussing internaly.

    So in short, some things I can't answer yet, you will know how to do these tricks eventualy, but we have to take time to plan.


    3DS MAX Scales & GMAX:
    3DS MAX) Tile size - one cm = 1 max unit and they are 10m square. Building stories are 3 m high.

    GMAX) Now hold on, don't get me fired. You guys need me, remember....
    I did mention we are taking a look at new max stuff, including gmax - but I didn't make any promises!!! I am the last guy in line to help with these decisions....it's an intruiging possiblity, but nothing more officialy....I hope it works out, as it would certainly be handy for everyone.


    Concerning texture variations: Say you have a red skeleton, and you want to make a blue skeleton (silly example). You load up the red skeleton in max and the red skeleton texture in photoshop. Do the 2D art in photshop to change the red tex. to a blue tex. and save that under a new name, then go back to max and associate the blue texture with the skeleton model, then save your new blue skeleton under a new name like c_skeleton_blu.

    You export your new skeleton from max and you have two MDL files - the original red one, and the new blue one. You need these two MDL's and the two texture TGA's to get both kinds of skeletons in game.

    That's the basics. But we can't tell you exactly how to get those creatures into your game right now. Or how to go about gettingthe export scritps.

    We want to wait till we have a final plan for user content - and frankly getting the game done first is more important - you don't want us giving out instructions that are not final - in games things change very rapidly, and you don't want out of date techniques circulating around the web.

    Please bear with us, and we'll help you get your art from max to the game....we want you guys to have the best work flow we can design...it's in everyone's interest if the community grows!


    Brent Knowles, Co-Lead Designer:

    To Pause or not to Pause Poll:
    If you are going to have a poll like this, a minor request please. The question is a little vague as written. Instead, could you try:

    i.e., Do you want Pause 'n' Play for the Single Player game?

    As everyone should know, you can already pause the single player game (to take bathroom breaks and stuff).


    Module Documentation Feature: Every object that can be placed can have comments written about it.

    I.e., I put a waypoint down and write in its comment field, 'This is where Bad Guy X moves to after Plot Z is complete'.
     
    Last edited by a moderator: Jan 4, 2018
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