NWN2 Toolset out a month early with pre-buys

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Aloro
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Post by Aloro » Mon Oct 09, 2006 6:51 am

frogmella wrote:I see ... thanks for pointing that out.
No worries - I wish the different tree types didn't each count as seeds, personally, since there are a lot of lovely varieties as you showed. :)

I'm really enjoying the toolset. Good stuff!

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Post by frogmella » Mon Oct 09, 2006 8:03 pm

A hillside meadow outside a city wall, with a brook, pigs and cows. I used only two types of tree (ie. two seeds) - plus a placeable which creates a sort of silhoutte of a row of trees in the distance. The nearby city outline in the sky is its own skybox (incidentally, you can place different sky bands to the main compass points so you get to view distant, hills, forest or trees in each direction if you wish).

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(above) a daytime view with no fog.
(below) same view at sunset - NB, the early-evening sunlight coming through the trees from the left, and how it picks up the ground contours. Quite a different feeling.

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Post by Enternal Entropy » Mon Oct 09, 2006 10:24 pm

I really cannot wait to mess around with toolset for NwN2 and even to play the game! I mean, seriously, to me this is a beautiful world! Its almost on par with Oblivion (though, thats pushing it lmao).
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Post by Aloro » Mon Oct 09, 2006 10:45 pm

Enternal Entropy wrote:Its almost on par with Oblivion (though, thats pushing it lmao).
You can make more detailed and more realistic external areas in the NWN2 toolset than exist in Oblivion. Oblivion's character models are generally superior IMO, but there are already folks working on plugins to allow us to retexture creatures, which allows us to "paint" new faces or even make new creatures from the same models.

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Post by Enternal Entropy » Mon Oct 09, 2006 11:32 pm

Good point. I'd really like to see the custom shit that players push out for NwN2.
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Post by Aloro » Mon Oct 09, 2006 11:45 pm

Enternal Entropy wrote:Good point. I'd really like to see the custom shit that players push out for NwN2.
Me too. The custom content for NWN2 will vastly exceed that for NWN1, I imagine. There are already a couple of plugins that are simply amazing (e.g. terrain importers, model exporter/importers), and people have only had one week to work on this stuff. :shock:

- Aloro
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Post by Ilsensine » Tue Oct 10, 2006 12:00 am

Aloro wrote:
Enternal Entropy wrote:Good point. I'd really like to see the custom shit that players push out for NwN2.
Me too. The custom content for NWN2 will vastly exceed that for NWN1, I imagine. There are already a couple of plugins that are simply amazing (e.g. terrain importers, model exporter/importers), and people have only had one week to work on this stuff. :shock:

- Aloro
Actually most if not all of those plugins are from people who participated in the toolset beta... so theyve had a bit longer than a week...however, that hardly matters.. the toolset is very open for plug in modifications and its fairly apparant that it aint all that difficult...

I anticipate a lot of really excellent addins for the toolset.

Now we just need to hope the MP beta identifies the issues important to PW's as well as MP in general.
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Post by frogmella » Tue Oct 10, 2006 9:25 am

I'm sure many of you are as eager as I am to see the community's creativity unleashed upon the toolset. Take some time out to browse the toolset forum at Bioware ... here: http://nwn2forums.bioware.com/forums/vi ... ?forum=100

where you will find many posts of experimental interiors and exteriors. What delights and inspires me is that so many of them look so good that if this is the standard after just a few weeks of playing around with the toolset, the prospect for fan PW worlds and Avlis 2 in particular is bright indeed.

I remind myself that these are early days yet ... and look at the number of plugins listed in the top sticky! Just as the community did for NWN1, I'm excited at the prospect of custom models, textures, animations and the other content that will surely come.

Wrong forum, I know, but I hereby express my personal RAVE for the all the productive members of the community, the blessings of the Nine be upon them.
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Post by dougnoel » Thu Oct 12, 2006 8:58 pm

I was playing someone else's mod last night, and I was inside with the fire flickering. It was very cool. And then my eyes started hurting. Something about the rate and intensity of the flickering flames was making me crosseyed. It was very odd.
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Post by mhogar » Fri Oct 13, 2006 12:10 pm

something i know from biologie class .. stay away from things flickering 4 times per second, becuase that is the rate the eyes comunicate with the brains. But i could be wrong.
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Post by yorlik » Fri Oct 13, 2006 12:38 pm

Flickering lights in a certain frequency stimulate the brain towards epileptic activity.
Though there are many people with a tendency towards epileptic seizures most of them never in their lives experience one.
But some people might feel very uncomfortable with certain flickering lights or driving through sun lit alleys.
But I don’t want to go among mad people," Alice remarked.
"Oh, you can’t help that," said the Cat: "we’re all mad here. I’m mad. You’re mad."
― Lewis Carroll, Alice in Wonderland
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