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NWN2 AREA PREFABS

- Jump to comments -
Name  Forest Prefab XXL (Part A)
Author  Registerdebakel
Submitted / Updated  10-06-2007 / 08-01-2008
Category  Exterior : Forests
Patch  1.10
NWN2Game  NWN2:MotB
Description
A 32x32 forest area.

Created with MOTB Toolset Patch 1.10.

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.

Link

Files

NameTypeSizeDownloads
ForestPart_A_ERF.rarForestPart_A_ERF.rar
Submitted: 10-06-2007 / Last Updated: 11-19-2007
rar17.5Mb1026
ExportVersion (*.ERF)

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
ForestPart_A.rarForestPart_A.rar
Submitted: 10-06-2007 / Last Updated: 11-19-2007
rar17.5Mb1062
Forestpart_A.rar

ModuleVersion (*.MOD)

"NWN 2 Mask of the Betrayer Expansion" is required.

You have to put files of the "Waterfall" folder in the "..../mydocuments/Neverwinter Nights 2/Override" directory to make waterfallparticles work.


Updated 07.10.2007 : some minor design changes.

Updated 19.11.2007 : changed daylight/sunset/nighttime settings
some minor design changes
SCORE OUT OF 10
9.3
28 votes
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SCREENS

Screenshot 2


Screenshot 1


Screenshot 4


Screenshot 3


Screenshot 5


Preview Screen of Part 2


Preview Screen of Part 2


Preview Screen of Part 2





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Comments (30):

1 2 3

Posted by E.C.Patterson at on01/14/08
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. Thank you Registerdebakel for your hard work. _________________________ E.C.Patterson Gaming Parents Studios Trinity, the NWN2 adventure : Download now.

Posted by Registerdebakel at 2008-01-1306:59:10    
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 :)

Posted by Registerdebakel at 2008-01-0715:27:29    
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 on01/28/08
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 on01/03/08
Do we here see a new rising star with area prefabs? I think so. Thanks!

Posted by Registerdebakel at 2007-12-3010:18:58    
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 on12/30/07
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

Posted by Registerdebakel at 2007-12-1301:46:54    
Thank you for voting and writing a comment :) @ Nord_Fr: 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 on12/11/07
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 on12/02/07
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.

1 2 3

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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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