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NWN2 AREA PREFABS

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Name  SnowPrefab XXL
Author  Registerdebakel
Submitted / Updated  03-31-2008 / 03-31-2008
Category  Obsidian Area Contest
Patch  1.12
NWN2Game  NWN2:MotB
Description
Made for the Obsidean contest. I am aware of that i have submitted two different entries - these areas dont belong together, so i decided not to put them into the same module/entrie. Of course they have to be dealed with as "one" piece considering the rules of the contest.

Area is 32x32 sized and takes a while to load.

Have a walk and enjoy :=)

Registerdebakel

Files

NameTypeSizeDownloads
SnowPrefabXXL.7zSnowPrefabXXL.7z
Submitted: 03-31-2008 / Last Updated: 03-31-2008
7z13.3Mb342
Moduleversion. Area is 32x32 sized. Have a walk and hopefully you enjoy it :)
SCORE OUT OF 10
9.56
6 votes
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Comments (15):

Posted by shockwolf at 2012-09-18 02:31:49    Voted 9.75 on 09/18/12
9 - Outstanding, a Must Have

Very nice! A beautifully made snowy terrain. With some adjustments, I may just use this in Wulverheim some day.
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Author of Wulverheim

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Posted by Qrizz at 2010-05-11 05:01:22    Voted 10.00 on 05/11/10
Great !
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Qrizz
Middle Earth Arnor PW
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Posted by Ugly_Duck at 2009-01-07 06:54:54    Voted 9.25 on 01/07/09
Cool area. Nice job on the textures. I like the shape of ther area too; good use of height. But, my favorite part of this area is the ice pond in the middle. The way it looks frozen over is really neat.

The walkmesh is in very bad shape though.

For the most part, this is a great area.
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Posted by Spirelight at 2008-09-06 11:36:16    Voted 9.25 on 09/06/08
"Snow doesn't lie underneath water, at least not for long. You should really use a mud texture for this, which is why I had you ditch the use of the GZ_White texture."

One would think... but this is not accurate in many cases. If you lived in the high mountains you'd find that it's a bit more of a difficult equation, especially if the snow is moving into water by way of glacier or sliding into the water from a continuously building slope. The continuously building part of that negates the absence of snow in water, so you are correct in the caveat of your statement of 'at least not for long'.

So, while yeah, you don't often get forest pools of water with snow at the bottom... it's not exactly 'impossible' and I've seen plenty of bodies of water where the snow line extended from the edges deep enough for you to think that the entire floor of the lake was snow covered.

Benefit of the doubt. ;)

Posted by Registerdebakel at 2008-04-24 06:35:10    
here are some tips to improve performance- as i am not allowed to change it till to the end of the contest:

Remove and replace all the Frazerfiregrouptrees and bushgroups with their singletreependant. This will save a lot of loading time. I made tests with this and it definatly will free up about 20-25 seconds laoding time.

Posted by Registerdebakel at 2008-04-02 12:31:09    
but differences between 15 and 70 seconds on same map size is incredible much more then +300%.......

Posted by Anduraga at 2008-04-02 11:23:17    Voted 9.00 on 03/31/08
The amount of placeables there are in an area can alter the load time as well, but usually its the expansiveness of the walkmesh. Cut it down some (like the hills and stuff) and it should perform a little faster on load albeit probably not by much. This is also a hardware issue, so it varies from person to person.
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Anduraga's Blog

Posted by Registerdebakel at 2008-04-02 00:21:44    
Do you realy think a 70 load time area is good for pw ? - okay its big, but 70 seconds is kinda long. Strange is also: my other 32er areas need much less loading time. "Eschenbaumhügel" for example needs only 15 seconds.....

Posted by Registerdebakel at 2008-04-02 00:21:42    
Do you realy think a 70 load time area is good for pw ? - okay its big, but 70 seconds is kinda long. Strange is also: my other 32er areas need much less loading time. "Eschenbaumhügel" for example needs only 15 seconds.....

Posted by hellpusobi1 at 2008-04-01 15:07:01    Voted 10.00 on 04/01/08
Really like tis area too, and ill be sure to fix the walkmesh before i stick it in my pw. Great work though with the texturing which i think most people lack.

Posted by Registerdebakel at 2008-04-01 08:42:11    
Ahh the Mud01 texture - yes i swapped it earlier times and i decided that i liked the "brown" color - thats all about that texture. Feel free to swap.

About the walkmesh ill have to fetch some time to correct this problems - but ill see to that soon :)

Posted by Anduraga at 2008-04-01 08:16:30    Voted 9.00 on 03/31/08
Alot of the hills have jagged walkmeshes, instead of a smooth layout.

And as for the cliffs, I didn't mean use a snow texture as its replacement. I meant swap out the mud texture you used for a cliff texture (Cliff_08 or something equivalent).
_________________________
BouncyRock Entertainment

Anduraga's Blog

Posted by Registerdebakel at 2008-04-01 01:17:59    
ps. walskmesh tool like treecuter dont work for motb trees

Posted by Registerdebakel at 2008-04-01 00:40:36    
Usind GZ_White_01 was my intention - the other snowtexutre looks a bit to "rocky" when during morning/sunset.

to the walskmesh : hahaha i realy did not check it ingame after finischi´ng the treewalkmeshes. Are there some hills youre able to run up you shouldnt ? Ill check that again. I was afraif i ran out of time so i decided to release and update the walkmesh later :).

- I cannot see why Snow_01 should be used for cliffs - are you sur youre talking about snow_01 ??

- True, i havent thouthg about that, that might be a possibility to increase "reality" but i hope it doesnot disturb to much ypur eyes at the moment.

Thank you for comments :)

Posted by Anduraga at 2008-03-31 21:17:59    Voted 9.00 on 03/31/08
Hey, Registerdebakel. Of the many procrastinators waiting to the last hour, I would probably say I like yours the best. The texturing was fairly well done and your terrain molding was excellent.

A few things I noticed though that could probably have been improved:

-> Walkmesh is in absolute chaos. You should probably clean it up with the Walk/Nonwalk tool some.
-> You had an interesting idea using GZ_White_01; however, using Snow_01 would have accomplished the same exact effect. I swapped out the textures and it comes out a bit darker. You can either increase the intesity of the Snow texture in that area, or use a Lighter color w/ the Color Tool.
-> I mainly point out the issue above, because the texture you used for what is supposed to be cliffs is kind of inappropiate. I would swap that texture out for one of the cliffs. Which then leads me to the last gripe.
-> Snow doesn't lie underneath water, at least not for long. You should really use a mud texture for this, which is why I had you ditch the use of the GZ_White texture.

Other than, a really nice area! I'm impressed.
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BouncyRock Entertainment

Anduraga's Blog

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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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