View Full Version : Neverwinter Nights Forum News (Aug. 05, 06)


chevalier
Tue, 8th Aug '06, 12:35pm
Here are today's Neverwinter Nights forum highlights, collected by NWVault (http://nwvault.ign.com). 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.

<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>

A Question. If you please? (http://nwn.bioware.com//forums/viewpost.html?topic=491414&post=4245282&forum=48&highlight=)
Sounds like you want UOAbigail's crafting system. A quick look on NWVault shows this link (http://nwvault.ign.com/View.php?view=scripts.Detail&id=2432) (my apologies if I didn't get the most current version).

Edit: Curses, too slow! http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif

Dragon Mount Hak. (http://nwn.bioware.com//forums/viewpost.html?topic=491254&post=4245309&forum=48&highlight=)
Ah, I see GWW linked to the pics of something I've been working on. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif It's not really an official thing, but more of a proof of concept to show how you can fake flying within NWN. Maybe once I finish it, it can get offered as a BioWare Wednesday download or something.

It's three parts:

1) A MAXScript ingeniously called "Tileset Generator" http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif that works with Velmar's TileSet Creator and NWMax. It will take the terrain info and create both the model base and tile helper for all possible variations and account for duplications from tile rotatations. It also supports populate the tile corners with a template mesh of the same name as the terrain, so you can quickly start modifying the tile, as some of the modeling is done for you already.

The walkmesh itself is flat for the tile, so the "flying" creature does not get blocked by any terrain.

I wrote the TSG to handle mixing all the terrain types I would need for the "sky" tileset. Makes prototyping tilesets very easy.

2) The dragon mount is a new race - "R" with duplicated body parts of humans scaled down. The tail is positioned at 0,0,0 and the wyrmlings are new models and applied as tails. Phenotypes were made by setting the elevation between each one to half a meter (so from 20 phens, the height range is 10m). Two new animations are added for fly up / down half a meter. EffectCutsceneGhost() is applied so dragons at different elevations will fly over each other and not get blocked.

3) Instant feats are used for the breath weapons and fly up/down actions, so you don't suffer from the 6 second action delay and can change elevations while moving. I still have to write the code for the actions though, right now there's fly, up/down, land, fire breath weapon, charge, grab and release.

Other things to do include making the tiles not so blocky, adding a saddle to the dragons (and maybe a mount for a dragonlance or something too http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif ). And an emitter based cloud tail to apply to an invisible NPC to fly around the area at various elevations.

And airships and flying citadels. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif

More: <hr />And is that dragon breath composed of flame placables on the pathway between dragon and target, followed by a fireball at impact?<hr />At the moment it is a path of VFX_COM_HIT_FIRE visual effects at the dragon's elevation and direction. I had the remove the fireball at the end because the camera shake apparently reset the camera height (plus it's too large for the dragon's scale anyway). There's a 2DA that controls the breath weapons for the dragons, specifying their range and speed and type and damage (i.e. greens get a large noxious cloud that lingers around, reds and golds share the same fire type). As well as their recharge rate.

Custom portraits on NPC (http://nwn.bioware.com//forums/viewpost.html?topic=491480&post=4246004&forum=48&highlight=)
You need to add it to the portraits.2da (http://ccg.dladventures.com/index.php/Portraits.2da) file so the toolset can reference the portrait for your NPC.