NWN2 Toolset out a month early with pre-buys
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- frogmella
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Can someone confirm where we regeister our pre-seel toolset codes, please?
The one on my box (http://www.nwn2.com/presell) doesn't seem to work ... and the (http://www.atari.com/nwn2/presell2.php) just hangs.
thx
The one on my box (http://www.nwn2.com/presell) doesn't seem to work ... and the (http://www.atari.com/nwn2/presell2.php) just hangs.
thx
= = = =
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
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That's what I used. hopefully Krator's link will work for you.frogmella wrote:Can someone confirm where we regeister our pre-seel toolset codes, please?
The one on my box (http://www.nwn2.com/presell) doesn't seem to work ... and the (http://www.atari.com/nwn2/presell2.php) just hangs.
thx
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- frogmella
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Thanks Krator.
It was my misunderstanding. I thought I had to input my code right now, but I guess there will be a place to do this on the day of release.
It was my misunderstanding. I thought I had to input my code right now, but I guess there will be a place to do this on the day of release.
= = = =
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
I have an almost identical machine, and it does get laggy when you're doing something like the armor manipulations. That's where wizards woudl come in handy, as the thing wouldn't be redering multiple 3d windows at the same time. It doesn't lag at all when you're just looking at the main area screen, though, at least not indoors.
Some things I found:
1) you can make it so an object doesn't cast a shadow, so light sources will look more like light sources. In NWN1, even a 'beam of light' cast a shadow. You can actualy select which specific types of shadows an object recieves and/or casts.
2) Tinting, rescaling, are very straightforward. Not all things tint, or at least, they don't all show up tinted in the editor, but that may be fixed.
3) Items do have material types in addition to their other properties. For instance, you can have a steel sword, which is different from a silver sword, or a adamantium sword. There are many material types. With this, it should be possible to have weapons in game to harm each type of supernatural creature without making the weapons +3 or even +1. They can be mundane except for their material and still work.
Some bad things:
4) customizing armor and items takes longer - no wizards. It's laggy with armor, and weapons only appear in a seperate window from the appearance selection window, so you have to keep flipping back and forth to see what you're doing. There also doesn't appear to be a way to hear any of the voice sets in the editor. You just have to know what they all sound like when you pick one.
- luckily the editor can have plugins, so the community will probably fix those things.
5) You have to copy the music files from the toolset folder to the nwn folder in 'my documents.' Otherwise music will only play the first time you open the editor and will be missing after that.
Some things I found:
1) you can make it so an object doesn't cast a shadow, so light sources will look more like light sources. In NWN1, even a 'beam of light' cast a shadow. You can actualy select which specific types of shadows an object recieves and/or casts.
2) Tinting, rescaling, are very straightforward. Not all things tint, or at least, they don't all show up tinted in the editor, but that may be fixed.
3) Items do have material types in addition to their other properties. For instance, you can have a steel sword, which is different from a silver sword, or a adamantium sword. There are many material types. With this, it should be possible to have weapons in game to harm each type of supernatural creature without making the weapons +3 or even +1. They can be mundane except for their material and still work.
Some bad things:
4) customizing armor and items takes longer - no wizards. It's laggy with armor, and weapons only appear in a seperate window from the appearance selection window, so you have to keep flipping back and forth to see what you're doing. There also doesn't appear to be a way to hear any of the voice sets in the editor. You just have to know what they all sound like when you pick one.
- luckily the editor can have plugins, so the community will probably fix those things.
5) You have to copy the music files from the toolset folder to the nwn folder in 'my documents.' Otherwise music will only play the first time you open the editor and will be missing after that.
Some landscaping done, work in progress on the centre as you can see.
I want to climb that.

I want to climb that.

Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
Hey, good to see you finally got it.dougnoel wrote:So,
Downloaded it last night. It looks good, but was a bit laggy in situations on my 3 Ghz, 1 Gig RAM, Nvidia Geforce 6800 machine. I was a bit saddened by this. Looks pretty frickin' good tho. No screenshots yet.

It is pretty frickin' good.

Creating outdoor areas will be a lot slower, though. You're essentially a modeler and texturer when it comes to the terrain. The tools are pretty good, but it's simply a thing that will take time and practice. I would say spending at least a week creating the terrain for an area would not be out of the ordinary -- there's so many layers of detail you can apply.
Here's something I've been messing with (the art direction is so much better than NWN1):

Last edited by Heed on Wed Oct 04, 2006 7:38 pm, edited 1 time in total.
Thought thinks itself.
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
Agreed.It is pretty firckin' good. Very Happy
Creating outdoor areas will be a lot slower, though. You're essentially a modeler and texturer when it comes to the terrain. The tools are pretty good, but it's simply a thing that will take time and practice. I would say spending at least a week creating the terrain for an area would not be out of the ordinary -- there's so many layers of detail you can apply.
There are no 'cheap tricks' available like in NWN1. If you get a good hak with nice looking models or tile groups there, you can't go wrong. Making something that looks really awful is quite difficult in NWN1. You'll have to watch out with golf course looking grass and hills, swimming pool-water areas, and empty space.
The new toolset just takes a ton of time to use - the learning isn't that difficult. The area in the screenshot above took some hours (4ish) to make. It's about 1/16th of the area.
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
Yep, that's right Krator. Greater control also means less things are already done for you.
A couple of other observations:
"Baking" an area partially consists of cutting the terrain into tiles (for purposes of the bake operation -- it doesn't actually cut your terrain in the toolset). It seems it generates the tiles dynamically at bake time. An interesting approach -- it just drives home the point you are actually creating a "tileset" of sorts each time you make an area. Everyone is a tileset maker now.
A walkmesh file (.trx) is pretty compressable. I compressed a 13 meg one with winrar at best compression and got it down to 2 megs. So, if they are made available in an archive like haks are it shouldn't be too bad. Still, that's one 16x16 area at 13 megs uncompressed and 2 compressed. There might be some tricks to reduce the size. Using walkmesh "cutter" triggers a lot might be help cut down the size. There may be ways to use them that are more efficient than other ways, too.
A couple of other observations:
"Baking" an area partially consists of cutting the terrain into tiles (for purposes of the bake operation -- it doesn't actually cut your terrain in the toolset). It seems it generates the tiles dynamically at bake time. An interesting approach -- it just drives home the point you are actually creating a "tileset" of sorts each time you make an area. Everyone is a tileset maker now.
A walkmesh file (.trx) is pretty compressable. I compressed a 13 meg one with winrar at best compression and got it down to 2 megs. So, if they are made available in an archive like haks are it shouldn't be too bad. Still, that's one 16x16 area at 13 megs uncompressed and 2 compressed. There might be some tricks to reduce the size. Using walkmesh "cutter" triggers a lot might be help cut down the size. There may be ways to use them that are more efficient than other ways, too.
Thought thinks itself.
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
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Damndougnoel wrote:So,
Downloaded it last night. It looks good, but was a bit laggy in situations on my 3 Ghz, 1 Gig RAM, Nvidia Geforce 6800 machine. I was a bit saddened by this. Looks pretty frickin' good tho. No screenshots yet.

maybe the V-card?
*does more research on his necessary new system*
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In case this helps anyone else: I had trouble downloading the files when I accessed the ftp site with firefox. Ended up getting them when I accessed from IE. Might have just been a coincidence - I don't really know about this stuff.
As for the toolset, I miss the wizards. At least with those you could start right away with the basics. I couldn't even figure out how to start an area when I first opened the toolset. It's also extremely cramped, but I suppose that once I figure out which boxes I really need, I can minimize the rest.
Any tutorials out there? I understand there might be one with the toolset itself, in which case I'll check that out when I get back home.
As for the toolset, I miss the wizards. At least with those you could start right away with the basics. I couldn't even figure out how to start an area when I first opened the toolset. It's also extremely cramped, but I suppose that once I figure out which boxes I really need, I can minimize the rest.
Any tutorials out there? I understand there might be one with the toolset itself, in which case I'll check that out when I get back home.
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As far as the lagging goes, I remember that NWN1 lagged a lot more in the toolset than it did in game. Hopefuly NWN2 is the same, so at least the game will run. It lags for me if I'm using a lot of animated effects, or if I have two or three 3d windows open at the same time (like when modeling and changing armor on an npc).
Those menus can minimize off to the sides and will pop out when you mousover -- instantly changes the feeling from cramped to spacious:szabot wrote: It's also extremely cramped, but I suppose that once I figure out which boxes I really need, I can minimize the rest.
Any tutorials out there? I understand there might be one with the toolset itself, in which case I'll check that out when I get back home.

Check out the "Documentation" directory -- some very good primer docs there by Obsidian.
Thought thinks itself.
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
_________________
A Game is a machine that can get into action only if the players consent to become puppets for a time.
--Marshall McLuhan,
Understanding Media
It used 90% of my CPU time with effects and sounds on. 60% without. Quite an intensive thing. However, it ran very smoothly even with the high CPU usage. No waiting times, no glitches.Zyndro wrote:As far as the lagging goes, I remember that NWN1 lagged a lot more in the toolset than it did in game. Hopefuly NWN2 is the same, so at least the game will run. It lags for me if I'm using a lot of animated effects, or if I have two or three 3d windows open at the same time (like when modeling and changing armor on an npc).
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
Oh, and for those interested in tutorials, I'm going to write one with some 'tricks' I discovered using the terrain paint tools. Just things that work well and look good. Probably going to put them on NWN2 wiki, I'll link it here.
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
- frogmella
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I'm finding it much harder to get going than I thought I would ... but then it looks like it will repay the steepness of the learning curve ...
Can anyone tell me if, having saved an area, I can create a character to go into it and explore the work up close? Or do we need the actual game engine for that?
Can anyone tell me if, having saved an area, I can create a character to go into it and explore the work up close? Or do we need the actual game engine for that?
= = = =
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
"In all my experience I have never been in any accident. I never saw a wreck and have never been wrecked nor was I in any predicament that threatened to end in disaster of any sort."
~ EJ Smith, Captain of the Titanic.
You can't do that. Need to wait until the game is out.frogmella wrote:I'm finding it much harder to get going than I thought I would ... but then it looks like it will repay the steepness of the learning curve ...
Can anyone tell me if, having saved an area, I can create a character to go into it and explore the work up close? Or do we need the actual game engine for that?
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
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Awesome, thanks.Heed wrote:Those menus can minimize off to the sides and will pop out when you mousover -- instantly changes the feeling from cramped to spacious.szabot wrote: It's also extremely cramped, but I suppose that once I figure out which boxes I really need, I can minimize the rest.
Check out the "Documentation" directory -- some very good primer docs there by Obsidian.

Krator wrote:Oh, and for those interested in tutorials, I'm going to write one with some 'tricks' I discovered using the terrain paint tools. Just things that work well and look good. Probably going to put them on NWN2 wiki, I'll link it here.

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Decided to mess with the lighting by making an interior antique/art shop with no windows. Used gold, blue, and red lights of varying intensity, each placed inside an object that looks like it could put off light, thanks to the ability to selectively make some objects not cast shadows.
View from doorway:

Proprietor with bodyguard:

Opposite corner from door:

This shot's good because you can see the detail. Try and read the dice in the lower right corner:

View from doorway:

Proprietor with bodyguard:

Opposite corner from door:

This shot's good because you can see the detail. Try and read the dice in the lower right corner:

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