I hunkered down last night and got serious ab...

November 17, 2006 by Adam in NWN2

I hunkered down last night and got serious about custom content. I'm getting a much better feel for what things to watch for, what's required, and so on. I love being able to have the toolset open, export a new version of the model, and re-select the appearance to see the updated version. When I first put the crab into the module, it was this massive thing that took over the screen. It took a couple tries before making it something tiny and cute.

Most of these are straight NWN ports, which turned out pretty well with normal maps. I haven't bothered with higher resolution version, though I'd like to try that next. There's a bunch of high-res Sigil placeable models I could work on. The hardest part with NWN2 modeling so far is that models are almost always a single mesh and you can only use a single texture per mesh. That means lots of the NWN models will need to be retextured if people want it in the game.

I finally got a flintlock in the game, as a placeable. I'm not sure if the current modeling tools don't handle weapons well yet, or maybe I'm using the tools incorrectly. In either case, Adinos volunteered to lend a hand, which is much appreciated.

My to-do list is miles long, as usual. I have a bunch of voice actors to get back to, music to put into the game, areas to flesh out with these new placeables, and endless QA work. I'm hoping there's a fun game in there somewhere. It's amazing how much work and how many details it takes to get there.

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I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.