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Skullport Screens

Posted: Sun May 19, 2013 12:23 am
by indio
Please note the following:

- The lighting isn't done..it's too bright, and Photoshop was taking too long
- The stars I'm pretending are glow-worms until I can work out how to make placeables remain visible
- I've had to remove the catwalk system that was in place to make this area work, so it's not in place and will be added later
- A basic quest system is in place but there are lots of decorative things left to do
- Other people's vision of Skullport will be more canonical and sophisticated than mine
- It could look grubbier and more authentic, but this is what I've got
- Currently this area loads in 28 seconds...that's with 50 NPCs...I really want to increase that NPC number but keep the load time under 30

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Re: Skullport Screens

Posted: Sun May 19, 2013 12:39 am
by Galadorn
Awesome.

Re: Skullport Screens

Posted: Sun May 19, 2013 12:43 am
by dergon darkhelm
Looks like SP to me!

Hully will be on his way soon!

Re: Skullport Screens

Posted: Sun May 19, 2013 12:57 am
by indio
I have moronically forgotten to turn off Directional Light, hence the broad daylight appearance. Don't fret...it will be dark in Skullport.

Re: Skullport Screens

Posted: Sun May 19, 2013 1:23 am
by HEEGZ
Looks great. What is the plan for this, have a Skullport server or something?

Re: Skullport Screens

Posted: Sun May 19, 2013 1:31 am
by Inwintersshadow
That is damn fine looking...

Re: Skullport Screens

Posted: Sun May 19, 2013 1:36 am
by indio
HEEGZ wrote:Looks great. What is the plan for this, have a Skullport server or something?
I don't really know. I'm just finishing what I started a few years back. Castano may have something in mind. It may be possible to run it, but at the moment it's just for fun.

Re: Skullport Screens

Posted: Sun May 19, 2013 3:17 am
by Castano
Indio, I built only Skull Isle, the fortress island in the harbor. I did do a background for it with platforms/walkways, and multilevel buildings which would be the first area across the bridge, just because you can see across it.

If you want to see what I did roll a PC on MS, travel to Watedeep and talk to the shady captain.

My plan was to do much like you did it, and have 3 walkable areas (one for each level) with ATs at the stairs up and down and thus build out the town, but I never got there. If you build it I will integrate it into MS for now, then we can talk about a waterdeep/skullport server.

Re: Skullport Screens

Posted: Sun May 19, 2013 5:55 pm
by Mikayla
The screens look great Indio. I started my NWN1 career in our NWN1 Skullport - I'd love to see it in NWN2.

M.

Re: Skullport Screens

Posted: Sun May 19, 2013 8:15 pm
by Rumple C
looks great.

Re: Skullport Screens

Posted: Sun May 19, 2013 9:11 pm
by HEEGZ
I would definitely be interested in DMing around these parts...

Re: Skullport Screens

Posted: Sun May 19, 2013 10:14 pm
by maxcell
Amazing Indio, thank you for your skills!


Your avatar was a dwarf..... :wtg: :wtg: :wtg:

Re: Skullport Screens

Posted: Sun May 19, 2013 11:55 pm
by Swift
Just looking at how many interiors that place will need makes me shudder.

Good to have you back though indio, kicking the toolsets ass as you always have done!

Re: Skullport Screens

Posted: Sun May 19, 2013 11:56 pm
by paazin
Are these the same ones from waaaaaaaaaaaaaaaaaaaaaaay back when?

Re: Skullport Screens

Posted: Mon May 20, 2013 1:10 am
by indio
They are new ones. I would have posted the old ones but I can't find them. The old ones were better too, and the lighting was right.

Interiors are just going to be the canon interiors for Lower Port and Trade, so maybe 15to 20, of which half fo those are done. I'm trying to get one static per interior, plus the usual bounties in the central hub.

Thanks to everyone for the support.

I want to get some with the lighting, but I'll wait.