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[HELP WANTED] Brynnlaw: editing two areas


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#1 Kulyok

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Posted 30 June 2009 - 01:32 AM

Posted by: Kulyok

Date posted: June 30, 2009

Looking for: Area coder
(someone who can edit areas)

Long ago there was a great adventure mod in progress, called Blades of Brynnlaw. It's no longer there - you don't see it on the forums, because it's been on hold for indefinite time. However, I think that releasing this mod (albeit with a different storyline) is a good idea.

Here's what I need: I have two great new dungeon areas, but just as large rendered images - no light maps/etc.

I need help: I need these two areas in area format, with full light maps and .wed files - just like in Dungeon Crawl.
(I can add monsters and items; it's light and height maps I'm concerned about).

I'm not an area girl: I'll try, if I have no other choice, but chances are I'll screw up. I really need help.

Contact me.

#2 Kulyok

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Posted 30 June 2009 - 08:24 AM

And here are small previews for both areas.

#3 Epantiras

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Posted 19 August 2009 - 11:24 AM

Forgive my ignorance, did you try using DLTCEP? I think it can generate height and light maps.

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#4 Miloch

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Posted 19 August 2009 - 10:19 PM

Forgive my ignorance, did you try using DLTCEP? I think it can generate height and light maps.

Well, you still have to edit them, and for the lightmaps you're better off drawing your own then importing them (as per Yovaneth's tutorial).

It's the WEDs that are going to be the real pain though - maybe Compton's occlusion editor can help with that.

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#5 Kulyok

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Posted 23 September 2009 - 09:32 PM

(thoughtfully) You know, just once, I'd like to greet a couple of spammers with a flamethrower. In the name of humanity and peace, naturally.

Topic update(now that it's been updated with spam anyway): yes, I got a proposal, and yes, I hope it'll be amazing, and, nope, hasn't been done yet. When it's done/there're any changes, we'll post here(and change the tags to [DONE] or whatever).

#6 Tassadar88

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Posted 24 September 2009 - 12:15 AM

I have finished one of the maps two days ago and I think the other should be ready today as well. I ran into a little problem of having broken my BGII installation disk which I need to test them. I hope to be able to send it to you tonight or tomorrow at the latest :)
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#7 Kulyok

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Posted 24 September 2009 - 12:39 AM

Oh, that's amazing news! (If you need any additional game files, sort of like CleanToBBackup from PPG, or something else, please, PM me, I'll be happy to help - in a few hours, as soon as I'm home).

#8 @vGur

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Posted 24 September 2009 - 03:27 AM

(off topic)
Хорошие новости! карт много не бывает, особенно с пиратами. У меня вопрос, какие анимации используют персонажи в вашем моде, если человеческие (стандартные, доступные игроку) то как вам идея снарядить их огнестрельным оружием, у меня как раз есть подходящая анимация.

п.с. Аркебуза появилась в Китае в 1360х годах, первые битвы выигранные силой одного этого оружия произошли в 1380х. В течении 100 лет это оружие попало в Европу и было применено в завоевании Америки. (http://en.wikipedia.org/wiki/Arquebus)
К чему это я? Амн как раз в процессе завоевания Мазтики, тоесть сеттинг дозрел до огнестрельного оружия. Если придумать откуда оно у пиратов, то может получится замечательно. Я б не хотел включать аркебузу в мир БГ просто добавив ее в магазины.
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#9 Kulyok

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Posted 24 September 2009 - 06:50 AM

I guess it's better to speak English here - I'll answer in both langages, but just this once, okay? You're welcome to discuss this in IE Modding Ideas, by the way. Thanks for your interest. Actually these areas are dungeon areas, not pirat-y ones - they were created by SimDing0 a few years ago. I'm not planning to use different weapons, though, because I suck at balance issues, and because weapon mods should, I feel, be separate from quest mods. I would like to play with such weapons, but for my mod, what I do is just tell a story. But! If you got these(cool!) animations, just post a new topic at Classfields(need help) or in IE Modding Ideas, and I'm sure you'll find someone to do the necessary coding.

Я отвечу, но на этих форумах лучше говорить по-английски, а то другие участники могут не понять. Дело в том, что карты - это карты подземелья, их еще SimDing0 рисовал для старой версии мода. Аркебузы великолепные, и я с удовольствием увидела бы их в игре, но, по-моему, моды-квесты и моды с новым оружием лучше качать отдельно, чтобы каждый подобрал, что ему нравится. Я плохо работаю с предметами, но если повесить объявление здесь же, в форуме Classfields или в IE Modding Ideas даже на самом плохом английском, наверняка кто-нибудь поможет - ведь анимации уже готовы, значит, работы осталось не так много.

#10 -Erundiel-

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Posted 24 September 2009 - 07:44 AM

One new mod in the works by Kulyok herself! :cheers: That can only mean one thing -- high quality. Do you have an ETA for this?

#11 @vGur

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Posted 24 September 2009 - 08:47 AM

Another users arn't that persons hwo i talking to, and i saw some german discussions on this forum, so no big deal. It's Bad to see lack of interest to my previous *only weapon with new animations* mod, so I decide to not release my guns before some good modder (You are at my favorite list, really) include those guns to storyline, if not, there'll be no release.

p.s. There, in mod resource subforum, are a really good harbour & ships in a sea area maps, when I first saw them i wish to see a bloody fire and steel battle on this maps, so when you start this thread, and say about new story involving pirates, it look like dreams come true... :crying:

p.p.s. Still, if You decide include some fire in your mod, you deffinetely not miss anything. All needed files is ready and in weidu format, with both rus and eng readmes included. Think about this not like a weapon mod, but your pirate mod with some interesting arms.
? :cheers:
Ale

Edited by @vGur, 24 September 2009 - 10:00 AM.


#12 Kulyok

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Posted 24 September 2009 - 09:54 PM

Okay, now I've got a quest in mind. :) Will you please give me a link to your mod via PM, so I could play around with it a little? I'd like to see how they really look in game - and then maybe I will write this quest.

Also, I have a question: I'm not very good with animations, but I know there is a limited number of animation slots, correct? Do you run into compatibility problems here?

I mean, if we do create a quest and include firearms into Blades of Brynnlaw - probably as a separate component to be safe(but as a part of the main story), we may find out that another mod uses the same animation slot, so we have to warn the players in the documentation.

#13 @vGur

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Posted 26 September 2009 - 03:15 PM

Animation slots for character is hardcoded, but erepheine working on this. Weapons, helms & shields slots is outnumbered, i currently use *ar* for arquebuse, *nj* for 2handed ninja-to, *pr* for short 1 handed spears and *d2*(c2) for shields as a blunt weapon (not override existing shields). :whistling:
now i stuck on new projectile for arquebuse, i don't like vanilla projectiles and had created new type, that strike based not on the opponent ac, but on traectory, so when you hide your hobbit behind the dragon, your bullet hit the dragon! (or even squirrel, if it much the traectory) But i still have couple issues with this, if you like i can share vanilla-projectile based version tomorow, that definately COMPATIBLE with everything, but not finale, as for my eyes.
^_^

#14 Kulyok

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Posted 26 September 2009 - 11:22 PM

Well, I've got time(I've yet to do much for the mod, anyway): so when you got a final version(and if you still want to share), just PM me. :)

#15 @vGur

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Posted 28 September 2009 - 10:36 AM

Done :devil: (99%, actually :whistling: )
Check readme!

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#16 Kulyok

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Posted 02 October 2009 - 07:23 AM

Thank you! My vacation starts tomorrow, so I can't work with it right now, but I'll try it as soon as I'm back.

#17 Picollo

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Posted 19 May 2010 - 02:41 AM

Do You still need help with those areas?
If Yes, I think I could help.