An extra demo for my Building Construction Kit II (BCKII). This is the fortress of Helm's Deep with a blow-up-able dike. It is an example of creating destroyable buildings with BCKII. To blow up the dike, shoot or use the explosives located at the base of the dike. Be warned, the explosion may send you flying if you are too close.
Hak requirement Haks or Overrides are required for this area
You will need the following haks:
BCKII 2DA
BCKII Generic
BCKII Gothic
BCKII Classical
I re-read the comments as I was closing my browser.
To Broderic: I have never made a Helm's Deep area. My Stronghold area was inspired by Helm's Deep but in no way supposed to be a replica.
Have been building an area using BCKII and ran into the same problems with camera and LoS as pointed out.
Tried Tupouns idea with the collision box, unfortunately that won't stop the camera or block LoS, just walking.
But his idea gave me an idea to make a few collision meshes based on that concept.
I just uploaded 'em to the Vault so those should appear soon.
Feel free to include those in BCK if you find em useful.
Okay, I have used more placeables. There are some improvement with the camera but I can still get my camera into buildings if I do it on purpose. _________________________ Elen Sila Lumenn Omemtielvo
Hi, if you think, that using placebles instead of enviroment objects take you too much of performance, then use the NWN2 helper called "collision box". It's cube so it means just 8 vertexes. You're using for example for the wall and towers cubic forms so 1 helper can be reason for the whole long wall without loosing performance. To create one collision helper for round or halfround things can not be problem for you.
I suspects so but I do not want to speculate Broderic�s intentions. Scores do not matter to me much. I prefer constructive and informative feedbacks, thanks for the information on environmental objects, Tupoun.
Environmental objects run much faster than placeables and I prefer speed. I already mentioned I am using a 4 year old PC. Although I am getting a new one soon, I know that not everyone is using state of the art PCs. I can tell from the screenshots submitted to the vault. I tried to make my modules as accessible as possible. Some compromises have to be made. I may have converted more placeables to environmental objects than I should be. However you can convert them back as you see fit.
I am testing my siege scripts on this map as well. Thus speed is paramount. _________________________ Elen Sila Lumenn Omemtielvo
Hi Nytir, Broderic is right in some cases. I personaly think, that's bad, when your character stands halfway in the wall and halfway in the free area. Also the camera you say you can not change - it's not true. It's by the way you've created this placeables in the area and by using C2, C3 models. I also don't like, when I turn camera left and then I see inner of some building instead of myself. And sorry but the floor should realy not fade. And last thig - to jump from the walls, hehe, good idea, but I think you didn't mean this "error" seriously.
Camera. Why is that? If you'll convert placeables into enviroment objects than those models lost their C2, C3 submodels and the camera + other collisions doesn't work, it means the camera doesn't stop by the wall and goes "into the walls" like in free area. By enviroment objects, when on one side of the wall will stay a Ranger with bow and on the other side of the wall the enemie, then the ranger should be able to shoot through the wall. How to change this? Easy, just don't convert placeables into the enviroment objects, but mark them like "walkable". Then you can use walkmesh cutter to cut this palceables and C2, C3 collisons stay by the model, so - camera works fine, collisions work fine. This mistake - converting placebles into the enviroment objects instead make them walkable does many builders.
I don't know why you are following me and criticize everything I does. Did I offend you? I found your rationales rather weak and in some case ignorant. Some of the things you pointed out are the inherent problems of the NWN2 engine itself. It looks like you are just looking for excuses to justify your unwarranted claims.
I am lenient on the walkmesh because I want to give players more room to maneuver. You can walk into walls a little bit but definitely not through it.
The engine does not allow overlapping walkmesh so I have to use a door, a transition or jump script to get people across in these situations.
The camera problem is not of my control. I did not write the algorithm of the camera. You can still have the same problem with other placeables. I myself managed to get my camera inside official placeables.
I can set the floors to not fade in the 2DA but if somebody uses them as a roof, it will block the camera in the isometric mode. If you don�t like fading floor, change the 2DA.
If you have seen the movie, Aragorn and Gimli jumped through that cliff. So I allow players to jump at that spot. You can choose to not jump. Why deprive other people of the option? _________________________ Elen Sila Lumenn Omemtielvo
braderic... it's only a DEMO area displaying destroyable buildings... it's obvious that it isn't very refined on other aspects
Posted by Broderic at 2008-03-25 06:46:15 Voted 4.00 on 03/25/08
And voting, of course.
Posted by Broderic at 2008-03-25 06:37:44 Voted 4.00 on 03/25/08
How can such an area have 3x10? My voting:
- why can I go through walls?
- why can I jump from the earth directly to the fortification? (I need no stairs? Well it's a shortcut, true),
- why are floors fading (that's what I really don't understand),
- why can I see inside of the keep, walls?
- why's the camera not reacting on my moves properly (I turn my character and camera looks inside of the buildings ??? It means would somobody able to shoot me through the walls in the game? I think YES),
- and surroundings also does not look like a "10" area.
- good concept, that's all.
If's somobody voting only, because he can see "Helms Deep" tahn it's full unfair to the location, which for example SGK73 (or such a similar Nick .)) made.
Posted by chaos_theocrat at 2008-03-24 17:01:43 Voted 10.00 on 03/24/08
Helms Deep was always one of the more interesting fortifications in Middle Earth, so it's great to have it for Nwn2. Definately a 10.00! Know which castle I'd love to see next? Minas Morgul! That would seriously rock.
Posted by nicethugbert at 2008-03-24 15:36:31 Voted 10.00 on 03/24/08
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