Neverwinter
Vault Chat (August 23, 2001)
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Attendees from BioWare:
<Thoranbrook> I to would like to Thank Marc Holmes for being with us and I would also like to Thank Maximus and Mayseth for all their help and support they have shown and given me.
<Maximus>
<Tod> Alrighty helmets... How do they work, will they be component
based like the weapons or are they just objects already set in stone?
<bio_marc> Helmets - they are constructed in the toolset
out of components, of which there are three, helmet shape and two
decorative bits. Once created as an item they are on piece that
replaced the players head when equipped.
<Maximus> <PittAWAY> How many NON-combat related objects have been designed yet? (Something like movable objects, chairs, candelabra, tables, forks... etc.) Do you feel that (art related) the game will be 'world-like' (Many interactive objects)?
<bio_marc> Non-combat items - we call them placeables - there
are quite a few, we've chosen them to help users personalize the
map, so you've got your candelabra, your treasure, your practice
dummy, small furniture, idol, paintings, basically anything about
human sized you can use to spice up the open area on a tile. There
will be limits imposed by pathfinding as to how many you can place.
<Maximus> <lindamus> Modeling:
Importing custom models? Skeleton structure, and type as well...
<bio_marc> Custom models - anything I tell you now is suspect
until we have final info on what the programmers can support. Creatures
share animation skeletons, so you can make a new creature that takes
advantage of existing animations so it's best to make humanoids
or common monsters... you can be fairly imaginative, but you have
to create a new creature that overlaps an existing one's pivot points,
or you will see odd behavior in the animation. If you are an animator,
go for it, but you have to replace the entire list of animations
on a creature..or adopt an old list and override specific ones...
<Thoranbrook> <NuKe> Can you tell
us the extent of how customizable the monster models/skins will
be in NWN in regards to changing colors and things of that nature?
Let me give you an example what am talking about. Suppose there
is a Frost Giant in NWN but no Fire Giant. Could we in the monster
editor/wizard take that Frost Giant and make his skin black, his
hair orange, and give him a big two handed sword instead of a battle
axe? Or would we just be forced to create our own separate skin
in an external art program?
<bio_marc> ok - creature variants in toolset in the giant
example, no problem - we have both kinds of giants... he he
But in general, you cannot change the creatures texture color, they
are not done like players we have dedicated the texture memory to
have a unique texture per player, but monsters share textures this
is on the assumption that there will the a boat load of some creatures,
like goblins so you have to make custom textures in photoshop or
whatever. However, you can change what weapon the creature holds,
and customize the colors and shape of the weapon.
<Maximus> <SpaceLord> Will lighting
be static once a module is running, or will we be able to change
it as a module plays out?
<bio_marc> Static lighting - we are working on a way to overcome
the frame rate hit of calculating lights and shadow volumes. I cannot
promise anything, but we want to able able to allow dynamic lights
and we're working on it - no promises though. Did i say no promises?
I am not a graphics programmer and they will kill me if you misquote.
<Thoranbrook> <Dave_Lister> Are
special effects like flames etc. going to be addable to monster/Character
models? (This would allow creation of creatures like Flame Cats
and also Burning NPCs in ravaged towns etc.)
<bio_marc> um... flaming creatures... well we are not allowing
you to put flames on your creatures in the toolset - effects are
costly so we don't want too many flaming things on the screen at
one time - plus and more importantly, the particle system for the
game is quite complex. I will take the fifth on that for now, ask
us again in six months how we will do this...
<Maximus> <Vulcano_of_Mystara>
Can we have a rough idea of the download size for a tileset with
approximately 100 tiles, placeable objects, and textures (high quality,
of course)?
<bio_marc> no, he he. Sorry, but actually I have no idea
right now we are working on compression...
<Thoranbrook> <Keegan> How many
types of hair designs are there? As in long hair short hair, black
hair, blue hair?
<bio_marc> Hair color - for every player there are 32 hair
colors to choose from. Number of hairstyles depends on race. we've
been biased to humans, elves, dwarves in that order for now, but
will make it up if we get to do a mission pack. You can make your
own heads of course... that is quite easy, just take ours and pull
points...
<Maximus> <daz_uk> Hi, I am creating
some of my own tiles at the moment (rough), can you tell me what
scale I should be working at please so they are not too HUGE or
tiny when I port them into the game please? Thanks a lot
<bio_marc> Tile size - one cm = 1 max unit and they are 10m
square. Building stories are 3 m high. Can you post on the boards
on this and mail me later, I will get final confirmation on building
story height
<Thoranbrook> <Petyus>
Will there be a description page/drawing for each item like in Baldur's
Gate?
<bio_marc> Yes. you can inspect any item and see the description,
but you see the game icon not a drawing. We have larger icons than
BG so it works better.
<Maximus> <StormKing> How will
DarkVision be represented? Black and White? Shades of Green? Red?
<bio_marc> Hmm... darkvision. Actually we have not started
that yet. That's pretty easy to do later, so no answer right now.
Good question...
<Thoranbrook> <Kalis> Marc, I'm
interested in seeing more of your work. Any chance of starting a
web site with a gallery of the work you've done for Bioware with
artwork that isn't cropped for games?
<bio_marc> Re-my art - flattery will get you a long ways...
but actually I can't post work for hire that is not used yet...
that's how the illustration industry works - they get first crack
at giving an exclusive... and actually I don't do much work outside
of BioWare... next game less spreadsheets more painting, I promise.
I do have a homepage, perhaps the mods can give it out later, but
it's mostly not game art..
<Maximus> <Gunz-a-Blazin> what's
the coolest-looking spell effect/monster yet?
<bio_marc> Well I do like the demon...and the d-
<bio_marc> oops, you bastard
<bio_marc> you almost made me give it away!
<bio_marc> you have to wait...
<bio_marc> ;)
<Thoranbrook> <tjeerd> How will
the camera position change around the character?
<bio_marc> camera position - follow camera looking down,
or manual, your choice. Perhaps zooming in for conversation or using
machinery, but we are still testing that...
<Maximus> <No-One> - effects:
That Other Game (DS) claims they'll give designers access to the
particle system - any chance we'll get NWN's?
<bio_marc> um - why don't we wait to see DS and we'll do
what they did?
<Thoranbrook> <ChanQui> How easy
will it be to bring models into 3d studios to edit skins and create
"new looking creatures"?
<bio_marc> Ease of modeling - that's a tough one, it does
depend on your skills so that's hard to answer. It's no more difficult
than any other game art... except if you want to make a texture
that allows players to change the colors.
<Maximus> <largo[mt]> will there
be a placeable item that is a NPC? - or will NPC fall under a different
class of objects entirely?
<bio_marc> um, apples and oranges there largo. Objects is
objects, creatures is creatures, they use the same painting system,
but you pull them from different lists.
<Thoranbrook> <Dice-Chucker> How
will characters with darkvision view the lighting in dungeons? I.E.
Will the Dwarf in the party be able to look down the dark hallway
and see the gibberling monster in a reddish tint outside the light-radius
of the torch held by his Human companion?
<bio_marc> see above on darkvision.
<Maximus> <daz_uk> Hi, I was wondering
if volumetric fog was 'placeable' on a specific area of the map?
What I mean is could i have a Tavern's Tap-room with a slight smoke
effect in the air, or just a section of fog in a swampy area? If
so, would this be 'area-wide' or placeable on a 'per-tile' basis?
Thanks a lot!
<bio_marc> Fog - fog pretty much has to be area wide. It's
kind of more up to open gl that to the artists. You can change fog
density and color as well as lighting so you can make a smoky room
easily...
<Thoranbrook> <Vulcano_of_Mystara>
I've heard height transitions are either 4.5m or 9m. If it were
kept low poly, could a higher transition be achieved? 20m for example?
<bio_marc> Height - this is not so much a function of polys.
It's more a matter of the top down style of game... The buildings
are not too tall, so they don't fill the view. If there's an object
that's too tall, you cant really see it anyway, you just see the
first few stories... so we are keeping low.
<Maximus> <Pitta> Well having
seen only combat related objects in past screenshot (swords, armours,
and the like) I wonder how many NON-combat related objects (interactive
objects) will be designed? (chairs, furniture, forks, dishes...
all those little things that add to world realism)
<bio_marc> Non-combat - you wont have control over small
tiny objects like forks but you can place chairs and tables, plants,
statues that kind of thing... we are planning quite a few. Probably
chests and barrels I think.
<Maximus> <NeoMaul> Regarding
the falling leaves effect in the forest, will we be able to turn
them off, and what other effects like this are there?
<bio_marc> Default effects - yes, you can turn them off.
They are similar to weather and fog...
<Thoranbrook> <Yack> how many
brands of beer the player will have access to in the taverns?
<bio_marc> Well, all good Canadian Brands of course, and
no American pisswater... Had to say it, sorry, no kill I.
<Maximus> <Mr> lighting- how
dark and how light can you make your module?
<bio_marc> Light levels - pitch black if you want. That forces
the need for torches or light spells. Very useful in dungeons and
caves where you want to slow exploration down. Also good if you
have a scripted time limit to torches. Brightness is maxed out at
bright daylight, - this is for complex reasons to do with lighting
models in open gl
<Thoranbrook> <daz_uk> Hi, Will
the objects such as chairs,tables and other 'breakables' be dynamic
in their animations or will 'piece-of-wood-X' ALWAYS land at 'point-Z'
? In other words, will there be randomness to the animations of
breakable options?
<bio_marc> Broken stuff - well, sorry, we are not spending
clock cycles on physics for bouncing stuff. That looks great in
other games, but we have lots of demands on the old cpu in NWN so
we are using animated death on objects... it's one of those tradeoffs
that allows pathfinding for many creatures, and players to hold
many items.
<Maximus> <largo[mt]> is there
any chance bioware could take some digitalcam pics of your 'artist
wall' and get webslave Brad Grier to post them on your site to show
what your art folks have been sketching for work and or for fun?
<bio_marc> Um... I suppose... right now I have a great painting
done by our receptionist on my wall... Mail Brad. Lots. He has nothing
to do... lol
<Thoranbrook> <Ryoku> how many
character portraits will be available at initial release?
<bio_marc> 200... is that enough? Ok add in all the BG ports
too is that enough? Ok, I'll beg Fergus to add all the IWD ones
too.
<Maximus> <Pitta> Are MOVABLE
objects in? I've read conflicting quotes (in the boards and in previous
chats). IE, can players actually move objects like tables and chairs
in game? How about pathfinding?
<bio_marc> Moveable objects - better ask Mark B that one
- I'm not sure.
<Thoranbrook> <Petyus> Will all
character models have that "weird" underwear-like clothing
under the armor like we've seen in the E3 demonstration?
<bio_marc> Um, don't you have weird underwear-like clothing
on right now? We can't have naked players running round man! That
would be madness... That's up to you guys.
<Maximus> <Dice-Chucker> Can
we expect any transformations to take place in the character models?
I.E. Characters stricken with Lycanthropy or Polymorphing Wizards
transforming into their respective shapes, perhaps even shapeshifting
dopplegangers?
<bio_marc> Well... I don't want to promise anything about
the story... all that is possible of course...
<Thoranbrook> <Dazeal> Besides
3D studio max, what other software can we use to make tile sets
and what software can we use so we can implement animation?
<bio_marc> Software - nothing right now. We have export tools
for Max, because that's what we use. That will be 20 bucks from
the discreet rep, thanks. As far as extending the tools, that's
possible, but we might not have time for the first ship. Fan programmers
might help out with this... We are getting our tester copies of
gmax soon, so more on that later.
<Maximus> <largo[mt]> how many
different types of trees are there?
<bio_marc> Ok, now on trees. Um, I honestly haven't counted...
They are all deciduous though. But you can change the leaf color.
I have to admit, DS has great trees...
<Thoranbrook> <locke> what resolution
will the portraits be, same as in bg/bg2, or bigger?
<bio_marc> Portraits - check the very detailed thread on
the IP board.
<Maximus> <Perigon> Does the engine
support vertex deformations? Are there any characters or monsters
with a single mesh?
<bio_marc> Single mesh - we use a hybrid system mixing parts
and mesh. Armor is always parts pretty much... But there are some
mesh bits for effects like wings and tails...
<Thoranbrook> <Vulcano_of_Mystara>
In regards to "wading" through water. can you make an
entire tile that one could wade through, so as to simulate a swamp
tile?
<bio_marc> Wading - sure, no reason why not...
<Thoranbrook> <Dice-Chucker> We
all know that monks don't fight with just their fists these days.
Will we be seeing any fancy foot work and interesting "kung-fu"
type animations?
<bio_marc> Kung fu - well, we have some hand to hand animation.
Frankly there is more weapon work, but that's kind of the way D&D
is... We will see what we can do in the future about better martial
arts in games...
<Maximus> <Pitta> How many NPCs on screen is the Engine
capable of? (Or do you think it will be)... Are crowded towns possible?
<bio_marc> Crowds - we think we can do pretty good crowds.
You should see populated towns, and hordes of skeletons...
<Thoranbrook> <daz_uk> Hi, as
a rough estimate (taking into account what stage in development
you are at), how many building designs would you say are in the
city tileset? By 'designs' i mean different building types. Also
how many different 'themes' of buildings are there? i.e. Slum buildings,
Grandiose Buildings etc.
<bio_marc> Hm...Tobyn could answer that better than I. We
have slum, rich, merchants, castle, shopping lots of types... I
cant really list them off my head...
<Maximus> <Perigon> How will
animation be handled? Will it be possible to export the data from
max and incorporate it to the skeleton?
<bio_marc> Animation - I'm not an animator, but here's the
overview. Actions are done as a looping motion from the ready and
back. so sword swings go from combat ready left, to swing to combat
ready right... so if you add an animation it has to work with the
appropriate ready. Even if that ready is simply the walk... but
there is a limit to the max size of animations on a character which
is RAM. So adding to the base human set might not be possible right
now. When min specs go up you will see more and more animation...
<Thoranbrook> <NuKe> Can you
tell us how the directory structure is going to work in regards
to models and skins/textures. From my understanding a lot of the
models will be using more than one skin. Another words in the monster
wizard when we create a new monster will we be able to 1.) Select
the base model the creature uses and then 2.) Select which skin
it uses from various skins that are in that model's directory and
then 3.) Do the res
<bio_marc> Re - skins and models - this kind of a misconception
we have made a separate model for each creature with the skin pre-applied
you can make you own variation and add your own skin, but it's a
separate model again. This just keeps it simple.
<Maximus> <NeoMaul> What are
the chances of having hybrid tiles that meld two tilesets together?
example: a tile with half ground forest and half ground urban?
<bio_marc> Tile set - nope, you cant do that. Tile sets are
limited by texture memory on your card. You only have so much memory
to fill with texture and each set uses it all. In a shooter they
load and unload textures as you go but you don't go through loading
tunnels in NWN like you did in MDK2 for instance. You can make a
NEW set if you want, but you have to stick to the same limits...
So if you take the rural set and make all new textures you can create
an arid town or snowy town, just with changing textures, but you
cannot mix these sets. Keep in mind I am not going official here
on what we will support for user content. Scott and Trent are going
to kill me tomorrow. This is all somewhat theoretical until the
time comes for an official announcement...
<Thoranbrook> <Nefrit> Are there
emotes to allow a character to actually sit in a chair and such?
<bio_marc> Emotes - there are emotes, the usual wave, swear,
dis, pray kind of things....
<Maximus> <Mr> I know they have
tileset groupings, will they have placeable object groups that go
well with a specific tileset?
<bio_marc> Organizing placables - we are trying to make placables
work in any environment... who knows if you want to have an evil
shrine in the forest or in the basement of an inn... they will probably
be organized by type, like - furniture, decorations, organics...
stuff like that.
<Thoranbrook> <Ryoku> Any plans
on the box cover art yet?
<bio_marc> Box art - nope. We have a PR art department full
of talented guys... they will be taking care of the rest of the
high end artwork... I'm kind of sticking to the game for the rest
of the project.
<Maximus> <WanGai> I am putting
together a menagerie, which will include a casino. What gambling
related artwork can I expect? Cards, dice, roulette wheels, slot
machines...?
<bio_marc> Hm... not much I'm afraid. Honest answer, sorry.
You will have to repurpose regular levers and machinery and then
use dialog and scripts... Actually I would suggest you make custom
portraits of poker players for best role playing effect...
<Thoranbrook> <Dave_Lister> Will
monsters be able to be given an alpha transparency value (ghost
goblins etc)?
<bio_marc> Transparency - not in tools, but in max. This
is an art thing not a toolset thing. The tools are really the D&D
game, not a graphics suite. We will also have a lot of ghosts and
spirits ready made...
<Maximus> <Perigon> Is the animation
data importable? (So I can get the ready and modify accordingly)
<bio_marc> Importing - you cannot import from the game data
you need the original artwork we can't tell you what we can ship
on this yet. This is an Interplay related question. I have to give
you more later on that.
<Thoranbrook> <ScurvyRickets>
Will we have the choice of three body types - thin, muscular, hefty?
If so will there be body types for all the races?
<bio_marc> Phenotypes - we are planning to do different body
types, exactly how we do this is not final. This is a technological
trickery thing... But however we do it, yes it will be for all PLAYER
races... no fat goblins sorry... Well, they are kind of pot bellyed...
<Maximus> <NeoMaul> What's the
status on 2d maps within the game?
<bio_marc> Um... maps. Yes. Not done yet - we are working
on an auto map generated from the tile info in the module. Art work
maps is not mission critical, so that comes later.
<Thoranbrook> <Dazeal> I was
upset that they used the same model in BG for the halfling and gnome.
Please tell me these two will have their own model?
<bio_marc> Sure! Gnomes don't look anything like haflings...
not in 3E anyway...
<Maximus> <Perigon> Is there a
limit to adding custom models, textures, tilesets or tiles in a
tileset? (Not taking into account one's computer memory... just
theoretical engine limitations)
<bio_marc> Limits - hardware are performance is the major
limit. You can't have more than 256 types of monsters in the world
right now, but I'm sure you don't want that in one module anyway...
<Thoranbrook> <Ryoku> Will we
be able to see blood either on the ground and/or on the players
during and after a fight?
<bio_marc> Blood - not if you're from Germany. But if you're
from good old USA then turn up the violence settings!
<Maximus> <No-One> Fog again
- so there won't be ground-hugging fog, or floating whisps of fog,
etc?
<bio_marc> Ground fog - not right at this moment, why don't
you mail Scott or Peter W. our engine guy and mention it - I'd love
to see it...
<Thoranbrook> <Vulcano_Mystara>
For scripted cutscenes, is there any way to export that as some
type of movie file (mpeg, avi, etc) to be used as a sort of "trailer"
for a website?
<bio_marc> Exported movies - you guys don't want much do
ya ;) We were thinking of shipping with email support too but Scott
had an cardiac... seriously, I don't know on that, we might... depends
on licensing codecs I suppose...
<Maximus> <Yack> textures are
16bit or 24bit? and the color change is handle tru hue or how?
<bio_marc> Textures are all 24 bit right now. Texture compression
is not standard on all cards we support. Oh for the simple console
days...Your average Nvidia card doesn't care what bit depth you
use...
<Maximus> <Perigon> Is there
a chance that Bioware will release together with the plugin, an
exporter that works directly from the .max file extensions. That
way ppl can find file converters and export to the game directly
from windows (Shouldn't be hard)
<bio_marc> Yes, there is a chance. We want to do this, and
we are trying to make it happen. There are, as always reasons why
we cannot support your work directly... mostly due to the chance
of getting sued by a maniac. But we are sorting out how we will
do support. This is a future issue we hope to have an answer for
soon.
<Maximus> <Petyus> Will the infamous
BOO appear in NWN by any chance? Please, we want a positive answer
- Worldwide Organization Of Boo Fanatics
<bio_marc> Boo will be sad if you don't buy NWN and play
for a long, long, time....
<Thoranbrook> I would like to Thank Marc for joining us this
evening and hanging with us Neverwinter NUTS!
<Maximus> Thank you very much Marc for your time this evening
and Thoranbrook for organizing this event!
<bio_marc> Thanks for coming everyone, hope you love the
game, and all get work in the industry with your awesome modules...