View Full Version : Cross Planar Module
Wed, 4th Sep '02, 12:36am
Alright, ever since reading Gopher's thread, this has been floating throughout my mind. Does anyone here have the skill with skin-editors and such to actually make skins that I could use in my toolset to make the modules?
Also, what planes would you like to see in it? I could certainly make it relate into PST in some way if you want that (maybe you run into NPCs from the game). Any suggestions would be welcome.
Wed, 4th Sep '02, 1:40pm
Hmmm... It's an interesting Idea Rastor, and one myself has been thinking about for some time. But without re-skinning the tile-sets, and distributing those same Skins to everyone who will want to play your module, it cannot really be done.
The fact is that even if you can get it done, everyone who wants to play the module, will have to spend ages downloading your new Tilesets, although if the module is good enough, it could be worth it.
After I tried several times with this, I came to the conclusion that I could simply play around with the lighting settings, and make say... The Plane Of Fire...really red and stuff, to the point where the Rural Grass, is actually Black, and the scky is Red etc etc.
That idea is simple, and works to an extent, but not good enough for a good, detailed module. Give us a notice if you figure out a good way to do it.
Thu, 5th Sep '02, 10:43pm
Actually, Goph, I was talking about reskinning and such to do it. How large would the files end up being if I compress them all into a zip file? Unfortunately, I have little experience making hakpaks or tilesets.
That second idea you gave might work, any suggestions on ways to possibly make other planes using that technique?
Thu, 5th Sep '02, 11:29pm
Well, just as a guide on additional tileset sizes, the ones on SP range from about 5 MBs to 16 MBs.
Thu, 5th Sep '02, 11:38pm
Hmmm....well, goto Module properties, and then choose Visuals, and pick Bright, Dark, Torch-Lit Only etc etc.
Then Right-Click on a 'square' of the map to edit the ligthing on that square, this way you can change the colour of the surroundings.
It's simple I know but it works....kinda.
(I don't know anything about re-skinning btw.)
Fri, 6th Sep '02, 1:39am
After you get the lighting right for you module I think you should use some of the placeable object's. Like fire. Maybe change the lighting of the objects if that's posable. It would really be a sign of good programing/toolset skills if you dont have a hak pak.
I wont down load anything with a hak pak. It's to much of a hasle. Anyways I'd like to see something like your talking about.
Maybe you could take the focise off of the graphic's by having a good story line. Even if you still go for graphic's then keep the area's small so that it look's condenced and all proper.
Sun, 8th Sep '02, 4:24pm
Well, I was going to have your character possibly ending up traversing multiple planes in the scope of the adventure.
Yes, a good story would be a good way to take the focus off the graphics, any suggestions on that? I've never been an incredible story writer. I will not recreate PST, and if possible, a minor plot that develops into a major one would be a good idea.
Any suggestions on how to create other planes using the lighting ideas? As in, what plane and how to light it? On another note, which planes would you most like to see in the game?
Sun, 8th Sep '02, 5:58pm
Hmmm... how about the Elemental Planes? Fire, Water, Earth and Wind? These would be populated by elementals and red/blue/brown/white skinned citizens (tiefling head anyone?).
I can't help you with the Storyline though, as I'm full up writing my own, and as you... I'm not a very good writer either.
Thu, 24th Oct '02, 4:38am
Thu, 24th Oct '02, 7:10pm
:yot: insane hobo town land of painy doom - Unless this is your actual name then change it (it's screwing up the formatting on the main board page) and even if it is your name then change it. Just a friendly FYI.
 tal - soz. This was the first post i'd seen of his/hers and only because it pushed the boards sideways when i looked at them.
[ October 24, 2002, 23:45: Message edited by: Lazy Bonzo ]
Thu, 24th Oct '02, 9:07pm
He's already been warned to change it.
Sat, 26th Oct '02, 8:46am
:yot: ok, changed. thanks for telling me.
Sat, 26th Oct '02, 10:14am
Now, back on topic.
I was just wondering how the module is working out for ya Rastor, please keep us updated, or have you scrapped the idea? :hmm:
Sat, 26th Oct '02, 6:33pm
Well, in the past few months I haven't had much free time on my hands between all of my responsibilities, but here's the updates.
I have the basic plotline and characters for the first in the series, which will be taking place in the first level of Baator, Avernus. I have yet to design the scenery or figure out if I want to include any plot twists or massive henchman interaction. I'd welcome thoughts on this.