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Location: Games » Neverwinter Nights » Tips, Tricks & Hints
Neverwinter Nights
FAQ v4.0 - Aurora Neverwinter Toolset
The Toolset allows users to create their own content in the form
of modules and environments for use in their own games.
4.01 I've heard that the Aurora Neverwinter Toolset will
be Windows only. What's the deal? (Back to Top)
Our initial goal was to create a cross platform toolset for the
gaming community. However, we have encountered difficulty in obtaining
a viable cross platform solution to assist us in porting the Aurora
Neverwinter Toolset. While we would not like to rule out the possibility
of a port to the various operating systems at some point, this
won't be happening for the initial release.
4.02 How easy will it be to create my own module, and how
powerful will the editors be? (Back to Top)
Very easy. Very powerful. We are dedicated to making our Aurora
Neverwinter Toolset as intuitive and easy to use as possible.
You can draw from our extensive libraries of pre-existing content
or feel free to create your own. All buildings, terrain, and dungeon
spaces, for instance, can be painted down using intuitive and
context-sensitive tile paintbrushes. At the same time, our powerful,
in-house scripting language allows you to weave your stories and
create characters that behave in an intelligent fashion (this
includes engaging in fully customizable conversations and dialog
chains that you create). You will even be able to create new creatures
and items based on templates provided for your convenience!
4.03 Can I translate my favorite Pen and Paper module or
homemade campaign into a Neverwinter Nights module?
(Back to Top)
Yes, we expect the Aurora Neverwinter Toolset to be powerful
enough to recreate most home campaigns and classic modules. While
you may not be able to faithfully recreate every trap in The Tomb
of Horrors and we may not have models for this or that exact monster
or terrain type, the Aurora Neverwinter Toolset should be able
to create an easily recognizable facsimile of that special tale
or imaginary world you've grown to love, whatever it may be. Additionally,
we hope to release additional art content once we have shipped
the original game thus making more and more things possible over
the course of time.
4.04 What is a campaign? (Back to Top)
Think of a campaign as a novel: a large, epic story that spans
numerous single adventures and ties them together into a cohesive
and meaningful whole. Neverwinter Nights will ship with
the Official Campaign, developed here at BioWare, that includes
over 60 hours of gameplay.
4.05 What is a chapter? (Back to Top)
As with the Baldur's Gate series, the Neverwinter Nights
story will be broken down into basic chapters that follow each
other in a linear fashion. Within each chapter, however, you will
be able to play in a non-linear fashion, picking and choosing
which individual quest you want to play and when. Each chapter
will conclude with a special climax. When you complete it, you
will be allowed to embark on the next chapter of your adventure.
4.06 What is a module? (Back to Top)
The basic unit of Neverwinter Nights is the module. It
contains all of the information required for a game session: areas,
creatures, items, dialog, scripts, etc. We hope to include some
non-campaign modules that are structured for competitive play
in addition to our campaign modules. Modules can be turned to
other uses, as well. Creators of a multi-module persistent world,
for instance, may choose to treat their modules as geographical
regions rather than as an individual adventure.
4.07 What is an area? (Back to Top)
As in the Baldur's Gate series, we have separated the
game map into a series of individual areas. Each module can contain
multiple areas and each area can reach a maximum size of 32x32
tiles. This is significantly larger than the areas used for Baldur's
Gate and it can take several minutes for your character to
walk from one side to the other. Areas do not have to be square,
but you are limited to a maximum of 32 tiles per side. You could,
for instance, make an area with dimensions of 8x15 tiles.
4.08 What is a tile? (Back to Top)
The areas in Neverwinter Nights are composed of individual
tiles, each one 10x10 meters in size. This tile-based terrain
system has a number of significant advantages over the use of
arbitrary mesh. From a purely technical standpoint, it significantly
decreases load times, minimizes bandwidth usage, and optimizes
pathfinding while in-game. From an artistic perspective, any map
you create will look good and make sense because the tiles automatically
line up and fit together while you work. From an ease-of-use perspective,
it allows you to paint down your areas in a matter of minutes,
freeing your time for important role-playing elements like story,
dialog, and scripting.
4.09 What is a tileset? (Back to Top)
A tileset is a group of individual tiles that interact with each
other and fit together in logical ways. In order to better manage
texture memory, the toolset will only allow for a single tileset
per area. A basic list of the tilesets is as follows:
Multi-Height Tilesets (includes height transitions,
bodies of water, buildings, curtain walls, bridges, docks, impassables,
and other set-specific features):
Single-Height Tilesets (includes a variety of passable
and impassable tiles suitable to its theme):
Interior Tilesets (includes a variety of tile subsets
based on different room types, some pre-defined mini-rooms, and
corridor connectors to link them all together):
4.10 Is the source material for the official campaign going
to be made available to the public? (Back to Top)
Yes, it will be possible to load all of the modules from the
official campaign into the Aurora Neverwinter Toolset. Not only
will you be able to see exactly how we made them, you will also
be able to make your own alterations and even export different
components for use in your own modules. With Neverwinter Nights,
we want to open up our process and make it as transparent as possible
to our end users.
4.11 Will we be able to add plug-in's to the Aurora Neverwinter
Toolset? (Back to Top)
We have no current plans to support 3rd party extensions to the
Aurora Neverwinter Toolset.
4.12 Will I be able to sell custom modules or charge for
playing on my server in Neverwinter Nights? (Back to Top)
For the most part, the End User License Agreement will prohibit
the selling of modules and the charging for server access.
4.13 What music file format will Neverwinter Nights
support? (Back to Top)
Neverwinter Nights uses MP3s for its music files. There
are no restrictions on the bitrate of the MP3s that you can use,
but keep in mind, the higher the rate, the greater the performance
hit your computer will take. There will be no audio editors included
with Neverwinter Nights.
Go to Section (Index, 1, 2,
3, 4, 5, 6, 7, 8)
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Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, Baldur's Gate 3, Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark and Dragon Age: Origins are © BioWare. Icewind Dale, Heart of Winter, Trials of the Luremaster, Icewind Dale 2 and Planescape: Torment are © Interplay. Pool of Radiance: Ruins of Myth Drannor is © SSI. Dragonshard, Forgotten Realms: Demon Stone, Neverwinter Nights 2, Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate, The Temple of Elemental Evil, Dungeons & Dragons Online: Stormreach are © Atari, Inc. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Sorcerer's Place. Please read our Privacy Policy and Legal Disclaimer. | |
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