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NWN2 AREA PREFABS

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Name  ForestPrefab XXL (Part_B)
Author  Registerdebakel
Submitted / Updated  01-25-2008 / 02-21-2008
Category  Exterior : Forests
Patch  1.11
NWN2Game  NWN2:MotB
Description
A 32x32 forest area (Part_B).

Created with MOTB Toolset Patch 1.11.
This is the 2nd part and the neighbour of "Forest Prefab XXL (PART_A)".

Check out the screenshots for some first impressions.

Have a walk and enjoy :)

Registerdebakel/Adrieann/RPG-Jack



**** NEED YOUR HELP IMPORTANT ****

Unfortunatly this map is NOT 100% finished. Toolset causes crashes every time i used the walkmesh brush and attempted to save. I tried everything and after a long time of hard work i am realy losing my patience regarding Toolset-crashes.

So what's missing/needs fix:

1.Everything that is supposed to be not walkable (trees, cliffs, rocks) is walkable. As i mentioned its currently out of my influence (100% chance of TS-crash) to fix that.

2. At the cave of the waterfall's origin are two fallen trees. They are suposed to work as bridges to allow players crossing the water. I was not able to place walkmeshhelpers correctly.

3. Delete the blackcolored bookstand in that cave and replace it with an (disbled) cavedoor, that are used in general with these caves.


I hope somebody can contact me for an fixed version or just upload it on the vault.

Thank you for reading :)


Files

NameTypeSizeDownloads
ForestPart_B_ERF.7zForestPart_B_ERF.7z
Submitted: 01-25-2008 / Last Updated: 01-26-2008
7z13.5Mb325
ExportVersion (*.ERF)

Same content as Forest_B.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_B.7zForestPart_B.7z
Submitted: 01-25-2008 / Last Updated: 01-25-2008
7z13.5Mb312
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.

Please remember this is an unfinished version useable only for an impression. Critics about the missing 1), 2) & 3) (as listed above) are not necessary. I am very well aware of that trying to get that fixed.
ForestPart_B_ERF_splitted.7zForestPart_B_ERF_splitted.7z
Submitted: 01-25-2008 / Last Updated: 02-21-2008
7z15.8Mb216
Splitted ERF-Version (*.ERF)

Many users seem to have problems even to open the Area with its orginal size. This 7z includes the map as *.ERF splitted into 2 16x32 maps.
SCORE OUT OF 10
9.79
8 votes
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Comments (22):

Posted by Qrizz at 2010-05-11 05:22:54    Voted 10.00 on 05/11/10
Great !
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Posted by PGB01 at 2009-01-30 09:53:37    Voted 10.00 on 01/30/09
ditto what I said about part A.

Posted by Ugly_Duck at 2009-01-09 07:25:06    Voted 10.00 on 01/09/09
Great area! Good use of height, good texturing, and fantastic use of placeables.

My only gripe is that the walkmesh could use a clean up. But other then that, this is a 10.00 in my opinion.

Nice job and thank you for uploading this for everybody to enjoy.
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Posted by Elysius at 2008-08-04 08:47:11    Voted 9.25 on 08/04/08
This is a stunning piece of work, absolutely beautiful. Unfortunately, to make it usable in game, a lot more work has to be done. The most important fix is to set all trees and other plants of each appearance type to the same seed number. For example, all douglas firs should have the same seed number, and all marigolds should also have the same seed number, but the seed number of marigolds may be different from that of douglas firs. When done, the toolset will no longer crash when the file is saved, and loading the module within the game will only take seconds.

As has already been noted, the area is incomplete. Placeables such as boulders can be walked through, and logs intended as bridges cannot be walked over. Registerdebakel, if you intend to complete this prefab, I can send you my revised version of your module. I already sent you a message regarding this, so please feel free to respond so I'll know where to email my file to.

There is a high degree of realism in this prefab, but that realism comes at the price of not having obvious paths to move around in. Module builders who intend to use this prefab will have to modify it to avoid confusing their players. This does not affect my vote in any way because I much prefer that module builders do their own tweaking so that those who use the same prefabs will not necessarily have the same look to their areas.

I tested this area on a machine that just barely meets the system requirements of the game. With all shadows turned off, I was able to achieve between 10 to 15 frames per second in this area. The frame rate will likely degrade during combat encounters, although it's difficult to tell to what extent. A higher frame rate can probably be achieved by reducing the number of tree types in this prefab.

Although quite a bit of work needs to be done, the results will be worth it because this, along with ForestPrefab XXL (Part A), is one of the best forest prefabs that is currently at the Vault. Kudos.
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Posted by Registerdebakel at 2008-04-26 05:31:38    
Thanks for your comment :) NWN2 isnt realy the game for PWs i believe. A Pw should be able to have maps in that size. NWN2 engine is simply to old/ineffective.

Posted by la_crampe at 2008-04-22 11:04:18    Voted 10.00 on 04/22/08
I have looked at both parts and they are really stunning. We currently use part A in our PW (Return of Middle Earth) as the Druedain Forest. Unfortunally, due to the size and multiple crashing, I guess we will have to find an alternative.

Ill tell you, with you talent and care for details, I assure you that if these areas would be 16x16 all the PW out there would use it!! ;-)

Anyway, thank you for sharing! Still my favorite Area on the vault.

Posted by MokahTGS at 2008-03-28 12:13:07    
I care. I wish this would work and am very tempted to use part A in my upcoming stuff.

Too bad the toolset can't handle this.
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Posted by Registerdebakel at 2008-03-07 04:16:22    
Its okay - i gave up. 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 doest make problems at all - even the Fps is 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 this part - although i am convinced it tunred out much much better then the Part_A. May be its simply because it is "Semi-Final" finisched to 95%... i dont know....

anyway see you

Posted by over_my_head at 2008-02-26 11:58:07    Voted 9.75 on 01/26/08
I have baked three quarter of the area, but it takes a lot of time, and I too have a lot of work for the upcoming launch of my Persistent World. Therefore, I have been unable to bale everything so far.

I have noticed my toolset crashes as well when I try to bake the area. But there's a solution, when baking, diable every effect: bloom, shadows, sky, etc. and hide every placeable in the area. I haven't crashed ever since I tried this method. I use part A as a whole, and am intending to use part B as well as a whole in my PW, just because it has a lot more charm when you can wander about in this vastness.

Posted by Registerdebakel at 2008-02-21 10:51:40    
okay nobody seems to fix that map - ill simply cut it into two pieces as Lady Elvenstar requested. Anybody who is going to use it should be able to open it and do whatever he wants to do with it. I'll upload tomorrow.

Posted by RolandGR at 2008-02-06 13:26:44    Voted 9.00 on 02/06/08
Beautiful area, but not useable in my module. To large, slows down performance.

Posted by Man_From_Geldar at 2008-01-28 07:36:39    Voted 9.75 on 01/28/08
Impressive. I definitely like the aspect that I don't seem to be in a box while in the area. Haven't counted how many different types of trees and seeds you have, but the variety is enough that it seems to not repeat, at least in small vicinities.

Posted by Registerdebakel at 2008-01-27 17:07:49    
No need for an apology - i needed myself TO much time to create something that will hardly make it into anybodies mod. Currently i am trying a 10-Day Map. Forcing myself just to place the necessary. Of course with different quality, anyway it should be at least solid good in performance and appeareance.

About my Forests - may be you or others can simply cut pieces out of it that are needed.

When youre done - feel free to post the DL link in here.


Posted by over_my_head at 2008-01-27 14:32:48    Voted 9.75 on 01/26/08
Hey Registerdebakel, my apologies for not getting back to you with a download link yet. I have succesfully baked all nature placeables, as well as the cliffs. But baking all trees out of the area seems to be taking a longer time than anticipated due to the great amount. Unbelievable to see how many trees and bushes that have been placed!

I hope I'll get back to you soon, but I'll need some more time. My apologies again. I'll try to get back to you as soon as possible.

Yours sincerely,

OMH

Posted by over_my_head at 2008-01-26 13:19:38    Voted 9.75 on 01/26/08
I've got an Inspiron 6400, dual core 1.64 Ghz with 1 Gb or RAM and Radeon X1400 with 256 MB. After it loaded the area, there isn't any problem, but opening it in the first place made the computer gather all its strength *smirks*.

I'll have the area uploaded by tomorrow, and will send you the link. As to ladyelvenstar, if you want I'd be happy to do so. But I think Registerdebakel can manage to do so as well. If you need help, any time. Be back soon.

Posted by Registerdebakel at 2008-01-26 11:02:36    
phew ...... ill upload an ERF again. May be that helps you.

Tip: i always worked in directorymode - that prevented TS most times from crashing...

Posted by ladyelvenstar at 2008-01-26 10:39:18    
I'd really like to use part of this area, but the toolset keeps crashing every time I try to view the area. Is there any way to have over_my_head break it into a few smaller areas for you? When I viewed the area in game, it looked so stunning...especially around the waterfall near the cave entrance.
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Posted by Registerdebakel at 2008-01-26 03:43:47    
best simple way -> upload on rapidshare and post link here.I'll have a look then on your fixes.

Posted by Registerdebakel at 2008-01-26 03:41:36    
Thanks for voiting

My Comptuer needs 40 seconds to load :) -> Athlon 64 3700+ 1 GB ram... whats yours ?

Posted by over_my_head at 2008-01-26 02:45:58    Voted 9.75 on 01/26/08
Few, if my computer had palms, they'd sure be sweating right now. It took my computer approximatelly 3 minutes to load this area, a groundbreaking record. But the result, all worth it...

Breathtaking surrounding again, excellent use of textures, placeables, well though out lay-out, more than enough of variation, sounds, custom light settings, and so on. You have again surprised me with of the Toolset is actually possible. I love it, and will use it as the second part of the forest. One word of critique perhaps is that you should break the ground texture a bit more. I notice you tried to do so, but try to do this more excessively, as an area of 1024 little squares is huge. The thing I like most about this area is the time it takes you to venture through the area. It is sometimes a bit frustrating, but worth the time. The waterfall as well with the overlooking cave is fabulous as well. You clearly have put a lot of time in this, and areas like these are the ones that will never be forgotten.

I attempted to draw some walkmesh cutters and walkmesh helpers and my Toolset succesfully (only took him an hour) baked and saved the area. So, I'd be willing to help you and add the fixes you would want to have added. In return for my gratitude :). Or I'll upload it, or I'll let you download it, what you'd prefer.

Yours sincerely,

Over My Head

Posted by Registerdebakel at 2008-01-26 02:26:56    
Hello all :)

No Screenshot seen in the news :(

Hope you like the new mud textures i mixed in. I'll update Part_A with that texture as soon as possible.

@Over my head

Painting all the walkmeshblockers by hand may take some time. I hope some one is willing to do it. Nr. 2+3 can be done by myself. 32x32 65 MB Areas realy seem to be hard to manage for the TS (at my computer). I think i should go down for 28x28 oder 24x24 next time just to prevent this realy anoying things like outofmemory crashes.

Posted by over_my_head at 2008-01-26 02:19:35    Voted 9.75 on 01/26/08
I can't be more exciting your second part of the forest area has been uploaded. I must admit your forest prefab is one of the most beautiful areas that is featured in my Persistent World. I will more than definatelly use this as a second part. Too bad your Toolset is crashing, but such things are imagineable, have had them over a thousand times. With your level of detail, and a size like this, I'd crash too *winks*.

I'll have a look, and return with more comments. Perhaps I'll have a look too at fixing the area, and finding a way to pass it on to you.

Yours sincerely, and thank you again!

Over My Head

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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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