Check out the screenshots for some first impressions. There are some little problems (objekt posstions & walkmeshes) left, however the map is developed far enough to have it's first release.
Have a walk and enjoy :)
Registerdebakel/Adrieann/RPG-Jack
***25.01.2008***
ForestPrefab XXL (PART_B beta) is up for some first impressions. Use the Link to get it. Neanwhile i will add some mud textures to PART_A to make it more appealing for your eyes.
Same content as Forest_A.rar except that there is no *.mod file stored. Landscape is stored as *.erf file. Use the import manager in the NWN 2/MOTB Toolset to load the landscape into your module and save it.
This file has been uploaded because a user who had trouble to launch the module file requested this. I do not know if this will fix any problems. Do only download if you have trouble to load the *.mod File
Posted by Ugly_Duck at 2008-07-28 18:26:43 Voted 10.00 on 07/28/08
Great Area, and it's quite big too. I like the texturing, terrain height mapping, and the detail you used in making the trees seem real (such as the root art, and placement of other placeables around their base). Good Job. _________________________ Ugly_Ducks Portfolio
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
how much RAM do you have Lady Elvenstar? Does ist crash both (module and .ERF) ?
Posted by ladyelvenstar at 2008-05-11 15:46:06 Voted 9.50 on 05/11/08
Absolutely stunning area and if it weren't for the fact that it crashes my toolset each time I load it, I would give it a 10. :) _________________________
Gaming Parents Studios - Currently working on A Time to Die Act I and Into the Forgotten Realms
Vault Submissions: Movie Trailer of A Time to Die | Unicorn Run Prefab **NEW**
Posted by Eguintir Eligard at 2008-04-14 07:11:16 Voted 10.00 on 04/14/08
I will be using this in a module with credit ofcourse. The sheer art of it inspired new quests I didnt even have planned.
I dont know the exact reason, but often it crashes theres something like outofmemory-issue mentioned.
However this is an issue cannot be fixed by me. Try to savé&alter it in directory mode. That worked for Part_A but for PART_B theres even that "trick" not good enough to cool down toolsets temperament :/.
I also used to disable every shown details (bloom,shadows, all objects off etc.) to gain more memory.
As always i am grateful for your responds and comments. However a 10 is simply overrated and not realy an acceptable vote. The project is quitted and there will be no improvements to that map. The reasons are already posted in the PART_B Downloadpage as here:
..... I realy intented to do something big for the comunity. A project with 3 32er Maps linked together and i a proper level of detail to play in. As already spotted out : i didnt quit because i was bored or lazy or anything like that. Its simple that the toolset does not handle this amount of staff - forwhat reason is unknown. The Ingame Enginge doesn't make problems at all - even the Fps are okay with the performance tricks i built in. It is not the engine itself - its the toolset. Thats not realy the first time Toolset makes problems.
Okay - i used many trees many different seeds - but thats no serious explanation for this: the ingame enginen handles ist fine - with proper fps, its just the toolset that crumbles arround. So nobody tells me please "its your seeds, its your trees" and so on. I am realy disappointed to quit this - i was going to update the older Forest_A in level of detail... now the idea is simply dead. All the month of work and the joy to link the two final parts togehter to walk through and share it with others ...and now it comes to such an end.
I am realy sad & mad about this. However I wondered why nobody seems to care about the part_B - although i am convinced it turned out much better then the Part_A. May be its simply because it is "Semi-Final" finished to 95%... i dont know....
anyway see you
Posted by RolandGR at 2008-03-02 19:29:09 Voted 10.00 on 03/02/08
Great work.
Posted by nicethugbert at 2008-02-18 05:43:08 Voted 10.00 on 02/18/08
I hardly can see why random seeds will not allow a module to open......... this is the developer's works - not mine.
Posted by PoisonTheMonkey at 2008-02-12 22:40:40 Voted 7.50 on 02/12/08
I've also had the problem of not being able to open it--according to a friend of mine who was able to, this is because of your random seed properties. Not sure if it is, but you might want to take a look so more people can open it. _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by MokahTGS at 2008-01-30 13:32:30 Voted 9.75 on 01/28/08
thanks for raising votes ,but the texture addition has not been done yet. I am trying to do better nxt time , because i simply see that such big maps with many objects cause probles that might bigger than simple FPS-issues. Toolsets seem to have problems to handle that amount of stuff. Currenty i feel very sick so the update will need some more time.
My apology :(
Posted by MokahTGS at 2008-01-28 22:04:30 Voted 9.75 on 01/28/08
First at all: i am going to do some tweaks considering the shadow+FPS problem. Ill try to disable shadows from objects ingame that are already most of the time covered in shadows of taller trees for example. I dont know how much this will help - we will se to that. Ill run some FRAPS-tests about that.
About the placeables : i already have converted almost all placeables into environment objects. There are realy only few objects left. Most of them are blocked with the "not walkable" brush.
May be there are some ojects left i forgot but i dont think they are many.
The number of treetypes: I think i could see to that - next time , when this areas are finished - to have a closer look.
At the moment i have used (german names sorry):
Bigger trees: Zuckerkiefer,Douglastanne
Medium trees: Roteiche,Kiefer (i'll delete taht type later because i dont like it).
bushes: großblatt,PAdoge,Ulme,Eiche
and three other types for branches and so on.
Thats about 11 types at the moment. Sure i can reduce their number. As i said first ill have a look how much the shadowtweaking will do.
At least ill have to say that Part_B will be released as a seperate Download and this will be taken offline until the corrected version is ready.
When Part C is ready too ill delete one of the Downloads here and put them all together.
See you all :=) and thank you for your critics.
Posted by E.C.Patterson at 2008-01-14 16:10:59 Voted 8.25 on 01/14/08
This is very beautiful work Registerdebakel. It is going in my mod in a modified and tweaked version to represent the forest of Cormanthor.
Here are a few suggestions though to make this area (and any of your following ones) really playable in game. Because, though it is beautiful, this area is a real fps hog:
-Reduce the number of tree seeds: 4-5 total for the whole area is the number recommended. I have a sense that you practically used individual seeds for each of your 1000 trees. I reseeded all the trees (with the PowerBar plugin) to 4 individual seeds and got a 10-15 fps boost from that alone.
-Cut down on the variety of trees as much as possible: I counted about 20 varieties. Though 5 or so is the recommended maximum, I think that is a bit overstated. Do try to keep that number as low as possible though.
-Turn off shadows for all but a few critical mood trees.
-Convert all placeables to environmental objects
And from a playability stand point: make walkable paths more evident. Personally, I find it very frustrating to "get lost" in a NWN2 forest. We don't have in game the same type of vision and orientation as we have in RL.
In any case, very beautiful, artistic work, which could be really stellar with a few playability improvements.
You have a LOT of talent (and patience I'm sure) and I REALLY hope you keep putting out areas for the community.
Hello everyon :=) just posting that i descided to add a new ground texture in response to some critics ive gotten so far. In a about 1 Week you should check in for PART B :)
You're right about the number of tree's. A dense forest would need mouch more trees then this example shows. Next time i think ill try different. However ill finish this areas with the layout i used for this current available map. Map 2 has some more trees. I also wondered about performance: i have the idea to disable shadows casted by objects smaller then humanoids - i think that should be up to 50-66% of all placeables. The larger objects will still cast big shadows covering the area. Possible this still looks okay and pushes the performance for all users with mainstream systems. But all this later after i finished map 2 :) - just an idea.....
Posted by Man_From_Geldar at 2008-01-07 14:08:34 Voted 9.25 on 01/28/08
Very well done. Excellent use of textures, elevation, placeables. For a forest area, I would've thought more clumping of trees close together with a few clear fields.
Darn it though, I've already got several areas in my mod ready to go, and now after looking at your area, I realize my areas suck.
Posted by puket at 2008-01-03 09:47:19 Voted 9.25 on 01/03/08
Do we here see a new rising star with area prefabs? I think so.
Thanks!
Thank you for a 10 :) however this might be a bit overrated (possible that i am the only one in the vault who complains about getting a 10). I the next two weeks i hope i can release the 2nd part of the forest and do some improvements and corrections to the current available (such as missing textures at cliffs, some more plants at empty places smoothing some edges ive seen and so on). so check out again in about 2 weeks :)
Posted by Deryk_Renaln at 2007-12-30 09:46:57 Voted 10.00 on 12/30/07
Wow...I'm really liking this forest! I'm rating it a 10.0 as it's perfect for the module I'm making for me and a few friends to play. Thanks for the hard work. It saved me some time and I won't forget it. :) _________________________ Deryk Renaln
Paladin of Tyr
City of Waterdeep
Agreed with the leave texture. I do not "hate" the texture type but more changes at some spots would add some more variation. However doing 32x32 isnt like doing a 12x12 or 16x16 map. May be i'll come back to that when Part 2 (and 3) is done. Currently theres so much work to do and if i stop changing the textures again ill never finish - 1 Step first then the next one.
Just want to say that i am still working on Part 2. Terrain is done and now the Object placement is next. However the Toolset crashed again and 3 hours of work just went to hell. For today i think i am *censored*. The toolset seems to be very unstable when it comes to 32er maps with many objects. I'll give it a try another time :)
Bye@ all and dont forget giving comments or maybe a (hopefully not to bad) vote. (^-^)
Posted by NorD_fr at 2007-12-11 15:13:01 Voted 8.75 on 12/11/07
Excellent quality. Sound, texture, walkmesh..
+Nice work with roots.
+Nice natural feel to the map.
-The dirt/fallen leave texture, it is everywhere and it doesnt work for me. _________________________ Québec!
Posted by Edanna at 2007-12-02 06:42:21 Voted 9.25 on 12/02/07
Yes, you map is beautiful. Thanks you for give us this jewel, congratulations! _________________________ El hombre cuando pelea es como un niño, pero cuando juega es como un dios.
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