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NWN2 AREA PREFABS

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Name  Temple Town
Author  Corey Holcomb-Hockin
Submitted / Updated  08-21-2007 / 08-21-2007
Category  Exterior : Town
Patch  1.06
Description
This is a medium sized town with a temple in the center. I'm still learning the toolset so its not very complex.

Terran was generated with L3DT and imported with YATT. It looks best if you have shadows on and Object Fade off.

Files

NameTypeSizeDownloads
templetown.7ztempletown.7z
Submitted: 08-21-2007 / Last Updated: 08-21-2007
7z3.7Mb154
compressed mod file
SCORE OUT OF 10
5
2 votes
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Comments (4):

Posted by coreyh2 at 2007-08-23 15:04:14    
Thanks for the help. :)

Posted by SGK73 at 2007-08-23 02:04:14    Voted 5.00 on 08/23/07
Forgot one thing, download and dissect one of my exterior areas and look at the texture breakups and use of vertex colours. The farmland areas should give you some hints. Another good example is Tepers Arid Extra Dry areas. Those four areas shoud give you hints on how to do both dry and muddy areas and howto brerakup grass areas.

Posted by SGK73 at 2007-08-23 01:57:41    Voted 5.00 on 08/23/07
A good start to do some great areas. I agree on what OMH says on the general feel of the area so I won't comment on that. The texturing have improved the path is good lots of texture breakups to make it look partially overgrown and muddy. The negative texturing is the grass, it is a good try at breakup but its way too orderly unless sometype of crops have been planted at those darker areas its too uniform. One good trick is to use two main grass textures and then use vertex colouring to break it up even futher, just a simple value change goes along way, you don't even need to use multiple textures some times. Theres is a lack of undergrowth in the wooded areas pop some bushes in there or even some very enlarged grass helps. And darken the areas under the trees or use a soft twigs texture to represent fallen leaves and such. Keep at it you seem to have good potential.

Posted by over_my_head at 2007-08-22 16:18:15    Voted 5.00 on 08/22/07
As I personally think 5 is a low score, I do think the comment of "Fair, Solid yet Unremarkable" is fair, and appropriate here. Before I test areas, I look at them through the Toolset, and you immediately see the area is just a bit too static, and 'squary'.

The essence is that you get your area to be alive. And yours is defiantelly not. You would immediatelly understand if I summarize what your area consists of:
- Houses
- Road
- Hill
- Trees
- and that's it...

If you look in your immediate surrounding you notice a lot of things come together to make you a whole, and breathing environment. Start by drawing a road along the area. Place the buildings you wanted and then place trees around it. Not static, but randomly around the house. Then place mushrooms around the base of a tree. Place a sound, place some grasses, then place some lamps along the road. Don't use the plain lights, place the light and then edit it and create a more living colour. After having this finished edit the properties of the area, and create some dynamic lighting. This will give the environment objects a more colourful and living tint. After that edit the terrain, create a hill, not hills along a road next to each other. Just random, and after this you can go over all these steps again and edit the things you feel aren't right.

The more you create, the better you get at it. And by looking at other community content, you will get to learn texturing better and get ideas. But for now the texturing is your thing. I hope I did not critisize you too much, I merely would like to guide you in your path to becoming an advanced builder with the Toolset.

Yours sincerely,

OMH

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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