Skullport Screens

This is a general open discussion for all ALFA, Neverwinter Nights, and Dungeons & Dragons topics.

Moderator: ALFA Administrators

Post Reply
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Skullport Screens

Post 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

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
User avatar
Galadorn
Haste Bear
Posts: 2483
Joined: Sat Feb 07, 2004 9:10 am
Location: Hefei, China

Re: Skullport Screens

Post by Galadorn »

Awesome.
User avatar
dergon darkhelm
Fionn In Disguise
Posts: 4258
Joined: Fri Jul 08, 2005 1:21 pm
Location: Cleveland, Ohio, United States

Re: Skullport Screens

Post by dergon darkhelm »

Looks like SP to me!

Hully will be on his way soon!
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Re: Skullport Screens

Post 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.
Image
HEEGZ
Dungeon Master
Posts: 7085
Joined: Wed Dec 28, 2005 4:17 pm
Location: US CST

Re: Skullport Screens

Post by HEEGZ »

Looks great. What is the plan for this, have a Skullport server or something?
User avatar
Inwintersshadow
Orc Champion
Posts: 464
Joined: Wed May 18, 2005 2:39 am
Location: Wanderer GMT -5
Contact:

Re: Skullport Screens

Post by Inwintersshadow »

That is damn fine looking...
Admissions Goon

Primary PC: Vohrigg Cragstomper ~ Rock-climbing Spelunker of High Home http://pinterest.com/pin/229965124694678786/
Secondary PC: Nicobus Trask - Private Investigator of Silverymoon http://workerslawwatch.com/wp-content/u ... igator.jpg

NWN1 PC: Corgrym Aerthen: Warrior-Priest of Chauntea & White Chalk Village Militia Leader in Daggerdale
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Re: Skullport Screens

Post 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.
Image
User avatar
Castano
Head Dungeon Master
Posts: 4593
Joined: Wed May 26, 2004 5:42 pm
Location: USA

Re: Skullport Screens

Post 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.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page

On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Mikayla
Valsharess of ALFA
Posts: 3707
Joined: Sat Jan 03, 2004 5:37 pm
Location: Qu'ellar Faen Tlabbar, Noble Room 7, Menzoberranzan, NorthUnderdark

Re: Skullport Screens

Post 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.
ALFA1-NWN1: Sheyreiza Valakahsa
NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
NWN1-WD: Shein'n Valakasha
Rumple C
Bard
Posts: 3561
Joined: Thu Jul 22, 2004 9:38 pm
Location: The ceiling.

Re: Skullport Screens

Post by Rumple C »

looks great.
12.August.2015: Never forget.
HEEGZ
Dungeon Master
Posts: 7085
Joined: Wed Dec 28, 2005 4:17 pm
Location: US CST

Re: Skullport Screens

Post by HEEGZ »

I would definitely be interested in DMing around these parts...
User avatar
maxcell
Githyanki
Posts: 1335
Joined: Mon Oct 18, 2004 9:44 pm
Location: Pennsylvania GMT -5
Contact:

Re: Skullport Screens

Post by maxcell »

Amazing Indio, thank you for your skills!


Your avatar was a dwarf..... :wtg: :wtg: :wtg:
User avatar
Swift
Mook
Posts: 4043
Joined: Sat Jan 03, 2004 12:59 pm
Location: Im somewhere where i dont know where i am
Contact:

Re: Skullport Screens

Post 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!
paazin
Fionn In Disguise
Posts: 3544
Joined: Thu Apr 15, 2004 1:07 am
Location: UTC +2
Contact:

Re: Skullport Screens

Post by paazin »

Are these the same ones from waaaaaaaaaaaaaaaaaaaaaaay back when?
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Re: Skullport Screens

Post 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.
Image
Post Reply