Thursday, December 18, 2008

By Land or By Sea

It's been a few days since I worked on this module (have a PW to manage and a side project for another PW) but all is not lost. I spent tonight working on a new slant. Why only via Ship in an OL Map (or by foot for that matter). Wouldn't it be spiffy if a single Overland Map can handle both?

Well, here we have a demo of my Sea of Stars Map working both by on water, as a ship, and on land, as the PC avatar.



This idea was inspired, in part, by the Realms of Ultima Overland Map Project which is shaping up nicely.

Saturday, December 13, 2008

Added a UI hak to the vault page

I added the soz_ui.hak file I use to get the overland Map UI and frame. This file is a subset of the one I use (I add the ship models and effects as well as some of the supporting .2da files to get OLM encounters to spawn).

Wednesday, December 10, 2008

Caravan system now running over water

This is really a two night update. I brought over the caravan code from the SoZ campaign and modified it to function in the Sea of Stars OL Map. Here we have the player in a warship, ostensibly to "escort" the cargo ship (in reality I turned encounters off). However, I sailed ahead to show where the cargo ship was going.





I've also created a nwvault page (link to left) to put the project resources and some higher res images. This time around I put the rotated ship models and the visual effects that allow the player to appear as a ship.

Monday, December 8, 2008

Ok, all ships now face the right direction

Spent yesterday updating my PW to SoZ content so didn't get much done. Tonight I managed to rotate all the ships that were facing the wrong way using Adinos' MDB Manipulation tool

So we have all the ships and we have them facing the right way. Tomorrow I'll revisit the overland map again. First thing is I'll probably add water terrain to the terrain_rate.2da and teach the code about it as well.

Little late to make screenshots or videos so I'll get some next time.

Sunday, December 7, 2008

Visuals now come from the ships

I've expanded the system so that the visuals are dependant on which ship you're actually "in". I intend to expand this even further so that terrain rate, spot DC etc etc are also independant of the area and partially dependant on the ship. In this video we have a tour of the different ship models and we take a few out for a spin.

There are still a few kinks to work out (most ships end up going backward) but I'm confident we can work the issues out.

I also added some screen caps at the bottom of the page.

Thursday, December 4, 2008

NESS Camp Spawns Integrated with Obsidian Encounters

I've written a script to work with NESS to convert Obsidian Encounter tables entries into NESS Camp spawns. In this video we land on the island to find a pirate band camped out here. Note it's the same set of creatures we have on the high seas. Both share the same encounter tables. Slight modification was made to the core NESS code to support spawn locations in camp spawns. (this will be included in the next version of NESS.

Encounters now recognize multiple spawn points

I've modified the Obsidian encounter code to recognize multiple spawn points. In this video we have the deck hands and marine deserters spawning on the deck, the first mate and Bosun up on the second deck and the captain behind the wheel:

The locations are determined by the mobs location in the encouter table, if there is no special location for them they go to the default location.

Special thanks to The Sword Coast Chronicles and Heed's Boardable ships] for the new ship area.

Wednesday, December 3, 2008

Pirate Attack!

Added terrain and OM creatures as well as the ship to ship transtion battle scene. Here we have pirates terrorizing the seas

Project Start

The goal is to create an inland sea using the NWN2 SoZ overland map system. It will be released first as a SP sandbox module and eventually converted for MP/PW use and added to our PW. As part of this Proof of Concept I wanted to integrate the NESS spawn system in both the OM and regular maps to leverge the additional spawn functionality that it provides.


The first steps were to create the sea, make sure the walkmesh worked right and that the PC appeared as a ship.

I have a quick video showing the transtion to the sea are, the spawning of an island in a semi random position, transition to an island and back.