Showing posts with label watchtower. Show all posts
Showing posts with label watchtower. Show all posts

Tuesday, September 16, 2008

Simple things


The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. - Ulysses S. Grant

One of my favourite weapon models from NWN was the quarterstaff made from a tree branch. I loved the simplicity of the idea. So with that unpretentious design in mind I set about making some new quarterstaff models for NWN2.

There is something that strikes a chord with me when my characters use a quarterstaff. Perhaps it's the simple brutality of beating the crap out of a monster with nothing more than a lump of wood.

NWN2 quarterstaff models are made as a single piece, as opposed to the sword
models that have three interchangeable parts (being the blade, cross-guard & grip). Unfortunately the single piece quarterstaff doesn't have the mix 'n match options of the multi-part weapons like the swords.

And speaking of swords, I have scaled the sword model 74 down to dagger size to complete the series for this model.


I was wandering around the net last night and I stumbled into Dirtywick's NWN2 Blog with screen shots that feature some of my recent watchtower models. The screen shots look fantastic. From what I can see he has really captured a siege environment nicely. It's a bleak and desperate place to be fighting a battle and it's pleasing to see my work incorporated into such a great setting. Dirtywick: Ingdals Arm Siege


Tuesday, September 2, 2008

Burning down the gates


Nothing is so common-place as to wish to be remarkable - William Shakespeare

For the most part I like to make custom content that will be useful to the wider NWN2 community. Sometimes I do things just for fun, like the severed heads. Sometimes I make stuff that people ask for, like the Rune Placeables. My Module Testing Toolkit is targeted at a niche audience and I don't expect that will be hugely popular. But overall I like to know that I'm spending my time on building custom content that is appreciated.

The best way for me to gauge popular opinion on a particular project is to look at the downloads and votes that my NWVault submissions collect. So it's been two weeks since I re
leased the update on the BTH Watchtowers and the update has only attracted one extra vote and twenty downloads. I begin to wonder if I'm wasting my time making models that only a handful of people are going to use.

I've decided to drop the rural gate model and make the final watchtower update with the the new Archer's Platform and the walkmesh helpers. I still have to package the new models and write a how-to for the walkmesh helpers. It all takes time to do it properly and looking at the response to the previous watchtower update I don't think the additional effort involved in making a gate model is worthwhile. The new models are "more of the same" and it doesn't seem to be what builders want.

I had been thinking about re-vamping my house pack, but again, the interest in those models has been minimal. I have another 5 or 6 models that I had done previously for the Aussie NWN boys, all I need to do is package them up and submit them. But the interest from the community doesn't seem to be there.

In the meantime I've been playing with the texture for the new great sword. I have added a subtle pattern to the lower part of the blade. The pattern is a combination of diffuse texture and bump map. It doesn't jump out at you, but that was the look I was trying to achieve.

I also gave the blade a very sublte taper. It's barely noticeable, but somehow it improves the overall look of the weapon.


Thursday, August 28, 2008

All along the watchtower Princes kept the view


Arise ye princes, and prepare the shield. For thus hath the Lord said unto me, Go set a watchman, let him declare what he seeth. - Book of Isaiah. Ch 21

Here is a look at the new Archer's Platform for the Rural Fort Walls. I'm planning for these to be included with v1.20 of the BTH Watchtowers hak for NWN2. The shot on the left shows the model as I intended it to be used. The shot on the right demonstrates the improved height postioning by utilising the walkmesh helper on a model that has been sunk into the ground. Used like this, on the right, I think it makes a great improvised defensive position.

I'm satisfied with the model, but there is still some work to do on the walkmesh helper. In order to create the shot on the left I had to convert the boulder placeables into Environment Objects to get the walkmesh to bake correctly. It could have had something to do with too many placeables in close proximity, but I'm going to experiement a little more to see if I can improve the walkmesh bake further.

And after that I'll start work on some gates to match the walls.

Tuesday, August 26, 2008

It's no simple thing to climb a ladder


Twelve months ago I sent a note to Slimer of the Aussie NWN team asking if they needed a part-time developer for their custom content. The Aussie NWN team had plans for a NWN2 persistent world set in Britain around 300AD and it sounded like an interesting project to contribute to. Plus I had played on one of their NWN PWs a couple of years ago and so I knew the guys involved. I had only been modelling for a few months when I contacted Slimer, but I was confident enough to be able to make placeables and other non-animated models for them.

I started with some rustic houses. Many of the original Obsidian models in NWN2 are way too clean and the rural house models are a perfect example. The thatched roofs look like piles of hay and every wall and corner is perfectly square. It was a good opportunity to grunge things up a little and knock a few walls and door frames off square.

While I was playing Bob the dodgy Builder, I noticed that the rural watchtower model (that looked great) was mostly a useless pile of timber that you couldn't climb. Duh! Not much use to a module builder. NWN2 seemed to be devoid of towers and platforms that could be climbed and used to defend a rural town. I took up the challenge of making watchtowers and archers platforms that the players could climb.

And so started my love/hate relationship with the NWN2 walkmesh, for it's no simple thing to climb a ladder in NWN2.

The walkmesh is used to stitch the geometry of a model into the terrain of the surrounding area and it defines where players can and cannot walk. For most placeable models this is easy enough; you have a wall and you don't want players to be able to walk through it. If you add a walkable gradient to a model (such as stairs) the points where the model intersects the terrain usually stitch adequately, but only as long as the terrain and the stairs terminate at the same level. If the stairs are sunk into the terrain the walkmesh creates a dip that makes the ground in front of the stairs unwalkable.

I settled on a walkmesh that worked well with the base of the stairs level with the ground and so in October 2007 I released my very first placeable hak with watchtowers and rural fort wall models on the NWVault site. I have been a little surprised at its lack of popularity and in ten months it has only tallied 280 downloads. In any case, I recently found myself in between projects and I decided to take the opportunity to revisit my watchtower hak.

I never liked the texture that Obsidian used for the fort walls. For a start, the models cannot be tinted. The texture also makes the upright posts in the fort walls look like mutant asparagus cross-bred with giant bamboo. It was time for the BTH texture treatment to add a more weathered look for the timber and an opportunity to include a tint map. The new texture is on the left, original texture on the right.


I also wanted to build an archers platform that was integrated with the style of the fort walls. I am quite pleased with this one, it turned out nicely.

The walkmesh for this model also has the same ground level restrictions as my previous towers. I can't claim to have mastered the NWN2 walkmesh just yet. Nonetheless, it was pleasing to look back on some of my early work and reflect on how much I have improved my workflow over the last 12 months and become more efficient.

I did have an idea on how I can improve the walkmesh for these watchtowers with a walkmesh helper model, but I was having difficulty getting it to work and so it was cut from the v1.10 release of the BTH Watchtowers. I have since read a tip from Sporaxis about converting placeables to environment objects and adding a walkmesh helper over the top. With this in mind, I have created walkmesh helpers specifically for the watchtowers. This has worked really well and I'm currently working on the v1.20 update to the Watchtowers to include the walkmesh helpers, an additional archer's platform and a gate with double doors.