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NWN2 AREA PREFABS

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Name  Halruaan Monestary
Author  Kamal
Submitted / Updated  01-15-2009 / 01-23-2009
Category  Exterior : Other
Patch  1.21
NWN2Game  NWN2:MotB
Description
Prefab: module format.

Located far away from the rest of Halruaan society, this monastery occupies a bit of coast along rocky cliffs.

No creatures have been placed, leaving you to fill in as you wish.

Talk to the boulders: they provide teleportation between the island, the clifftop, and the "mainland", but you could switch these out for statues or whatever you wanted. I used several different teleport effects available in the teleport system for show.

Takes advantage of:
BOG Fully Flexible Teleport system 1.0
Yatt
Teper's Heightmaps.

Files

NameTypeSizeDownloads
halruuan_monastery_updated.7zhalruuan_monastery_updated.7z
Submitted: 01-15-2009 / Last Updated: 01-18-2009
7z10.7Mb147
updated version
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Comments (6):

Posted by kamal at 2009-01-18 14:24:07    
now with attempted blended texture goodness.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by MokahTGS at 2009-01-17 18:57:47    
Another suggestion would be to blend the textures where they meet and look into doing so shading with the coloring tool. You'd be amazed at the improvements you can make with just a little texture finessing.

Again, good potential, but needs a little TLC.
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by kamal at 2009-01-17 12:21:34    
Addressed loudent's points.
There are now 3 seeds and variation in tree size to reduce sameness.
Trees have been lowered into the ground to prevent hanging in air. Statues got "flattened under".
Torches all converted to environment objects. Any torch in a walkable area got a walkmesh cutter.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by kamal at 2009-01-17 10:18:01    
I'll fix those and reupload.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by loudent at 2009-01-17 09:19:08    
I'm goingto hold off on voting right now, just want to give some feedback first:

1) Randomize the trees a bit. All trees are identical in shape and size. I would use 3-5 different seeds and use scaling to give the feel of all sorts of different trees
2) some assets (trees especially) hang in mid-air. Due to the nature of steep cliffs you have some assets you placed down where it's only partially in the ground.
3) too many placeables. Anything that isn't directly usable should be shifted to an environment object and the walkmesh cutter used to cut it out

I think the area has potential so I wanted to give some feedback that would improve it (IMO)

Posted by kamal at 2009-01-17 08:10:53    
The black area in some of the screenshots has been fixed.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

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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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