One of the things the next module needs is sh...

February 10, 2007 by Adam in NWN2

One of the things the next module needs is ships, the more the better. There's a ton of great ships out there for the original NWN, many of which should look good enough for NWN2 with a bit of tweaking. I decided to convert one of the simpler ships in the TNO tileset and see if it was possible at all.

The first thing I needed to do was to combine a number of meshes to get down to a reasonable number. The NWN2 game engine can theoretically handle up to 32, so I worked hard to get that number down as far as I could. The render looked pretty good, so I decided to export and get it in the game. For the longest time, I thought something went horribly wrong. It turns out that it was invisible when viewed from up close, but looked fine further away.

There's some other issues, missing meshes and weird transparency issues. I'm going to keep fiddling and see if I can sort them out. With luck, I can whip up a nice little array of friends and foes for Dark Waters.

I also spent some time testing the lip synching last night. In my opinion, it looks pretty good. It's admittedly a little off, as the lips don't move with the correct words, but I think it's better than staying still. Danie's animations are a little weird, though. I'm pretty sure I know how to fix it, modifying his fxe files to put in the correct race type. It's somewhat tedious, but I'll improve as best I can.

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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.