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Re: LotNR Project Official Thread [Open]
Posted: Sat Feb 02, 2013 2:32 am
by Diarmuid
Hahaha, msyblade and Arkos are kind of spoiling that with Skuggs' help I found a new way to make skyboxes and backgrounds... shhhh it's a secret!
Re: LotNR Project Official Thread [Open]
Posted: Sat Feb 02, 2013 4:49 am
by Neikun
Did some thread updating.
Re: LotNR Project Official Thread [Open]
Posted: Sat Feb 02, 2013 10:01 pm
by LordYig
Diarmuid wrote:Hahaha, msyblade and Arkos are kind of spoiling that with Skuggs' help I found a new way to make skyboxes and backgrounds... shhhh it's a secret!
The cloudy skybox is nicely done !
Good job !
Hurry for the spoiler on the technique !
Re: LotNR Project Official Thread [Open]
Posted: Sun Feb 03, 2013 9:02 pm
by flatline
Been following this with interest, great work from all involved.
I'm not actually on the team but I thought a strategic map might be useful so I've been experimenting with the gui functions to let me add a scroll icon that opens up a strategic map when clicked (or accessed by pressing M). Then it is easy to add buttons for every dungeon you can visit. Right now, I have it set up to teleport the party when clicking on locations on the "Northern Realms" map. Click on the Tundra and you end up in a winter setting, for example. Nothing fancy but might as well post it since I haven't seen anyone else suggest it. I will expand it by adding buttons to it as you get new information on dungeons. Say for example that the party finds a note mentioning a dungeon far north, and then the map adds a marker for it. Still learning this stuff and I suspect any one of you could do this a lot faster. (feel free to)
What would be really useful was if there was a way to import dungeons from within a dungeon, so that you can load a new dungeon through scripting. I suspect that that is out of the question with the current engine though.
Pointless clip
Can't see the mouse pointer but I'm clicking a specific town on the map.
Thoughts, improvements, ideas?
Re: LotNR Project Official Thread [Open]
Posted: Sun Feb 03, 2013 10:57 pm
by Neikun
Thanks for the feedback, Flatline.
If by importing a dungeon within a dungeon simply means that you want a party to retain all of it's information from one mod to another of the same series, then yes. We can do that.
We have a fast travel system similar to that as well. But instead of being able to click wherever your like to go somewhere, you simply walk to a designated area that will fast travel you to another place while showing your character portrait moving along the map.
I welcome you to join us! =D
Re: LotNR Project Official Thread [Open]
Posted: Sun Feb 03, 2013 11:23 pm
by germanny
Hey Neikun, i looked at the images from LotnR a few posts before, i dont want to bother you, but i find that you may use other Fonts?
As it is a northern setting, it´s cold, so use cold colours with a tough 'nordic' font may be better?
I´ve made a quick one, if you want i can send you the photoshop file and the font. The fonts name is Crom - fom Conan.
Re: LotNR Project Official Thread [Open]
Posted: Sun Feb 03, 2013 11:36 pm
by Neikun
Thanks Germanny. I'd love the fonts and .psd file.
It should be noted that only the top part of the Northern Realms is very cold, though. o:
Within the Northern Realms there is a jungle and a desert in the southern reaches.
Re: LotNR Project Official Thread [Open]
Posted: Sun Feb 03, 2013 11:51 pm
by flatline
Neikun wrote:Thanks for the feedback, Flatline.
If by importing a dungeon within a dungeon simply means that you want a party to retain all of it's information from one mod to another of the same series, then yes. We can do that.
We have a fast travel system similar to that as well. But instead of being able to click wherever your like to go somewhere, you simply walk to a designated area that will fast travel you to another place while showing your character portrait moving along the map.
I welcome you to join us! =D
Concerning fast travel: Using your system, when arriving at a new destination, does the game simply put you on a different level in the dungeon (using different tiles and so forth) or does it actually load new models for that area? The reason I'm asking is because I was concerned that loading all assets at once may cause performance issues in the future? Not really a problem yet, of course.
I'm not sure what I can contribute but if you think I can assist I'll do my best.
Re: LotNR Project Official Thread [Open]
Posted: Mon Feb 04, 2013 12:00 am
by Neikun
Well depending on the area, it will either teleport your to a new level of the mod that is meant to be a new location. So yes, it would load everything for that level.
But there will also be times where fast traveling will require the player to save their game and import it into another mod file.
We can always use concept designers to help flesh out the best goals of this project. We're also looking for writers to help us write the lore and story of this mod. If you want in, please pm me your Skype name so I can start getting you set up to contribute n.n
Re: LotNR Project Official Thread [Open]
Posted: Mon Feb 04, 2013 12:04 am
by msyblade
You could certainly contribute in many ways flatline! To answer your question, the fact that we can export from one dat to another means we can use multiple dat files and switch between them as needed for asset size consideration, while retaining all equipment,choices, and questline progress throughout.