Ulgoth's Beard

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Trick
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Re: Ulgoth's Beard

Unread post by Trick »

did you ever try out the lighting prefabs i suggested earlier in the thread?

i tested them out on my own areas and they are great fro replacing the old blue and yellow haze with clear skies:

After / Before
After / Before
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IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

I tried it but i really didnt like it. Ill try it again and make some comparison shots but it seemed to make it a lot more "fake" looking to me hehe, which is what it is not supposed to be doing. :P But that is just me. Ill make some comparison shots of the area
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Trick
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Re: Ulgoth's Beard

Unread post by Trick »

well even if the other settings werent appropriate, a lighter blue sky and white clouds would still be an improvement
IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

True, i never tried fiddling with the different settings. Ill play around with it some more tonight and see what I can come up with. I do like the bluer clear sky for sure.

Do you know if there is a way to add the fog in the interior but keep the tiles black surrounding the actual interior? I do like the effect a bit of colored fog gives off, a more natural light, but i hate how it turns the black into a really bright color of whatever the fog is tinted to. It is very distracting.
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

hey man, sorry i didnt get back to you sooner, but here is a screenshot. The horizon doesnt match the water and everything else seemes really pasty and washed out. Not to mention all my shadows are flickering for some reason, dont know what that's all about.

Here's a screen, it just doesnt seem to work for this area.

Image
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Trick
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Joined: Thu May 28, 2009 12:10 pm

Re: Ulgoth's Beard

Unread post by Trick »

DeathComeForThee wrote:hey man, sorry i didnt get back to you sooner, but here is a screenshot. The horizon doesnt match the water and everything else seemes really pasty and washed out. Not to mention all my shadows are flickering for some reason, dont know what that's all about.

Here's a screen, it just doesnt seem to work for this area.

Image
there seems to be a toolset bug for changing the Lighting in general - the prefab isnt what's bugged. it doesnt load new settings properly sometimes and makes everything white.

ive fixed it before by switching to a new time of day in the toolset to get it back to the actual lighting the area uses. you might also want to try baking the area after changing it, sometimes that kicks the toolset into gear.
IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

Well another screen for the heck of it. Edited the area up a bit and decided to take another screen while i was at it.

Image
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

Image
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Last edited by IAmDeathComeForThee on Mon Aug 02, 2010 7:30 pm, edited 1 time in total.
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Broham2
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Re: Ulgoth's Beard

Unread post by Broham2 »

Looks good man!

Hope to see it in game sometime.. now quit standing around and admiring your work and build some damn sewers. Lol.
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IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

lol :roll:

Alright alright, :P


Just dont want to go building something new then have it rejected in the end due to it being "low priority"

Im waiting to get the go ahead from jlf2n before i do anything else really. They said this should make it for beta 10 but im to wait before I start anything new.
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Fidalgo

Re: Ulgoth's Beard

Unread post by Fidalgo »

I like the texture work on the little beach:)
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

Hey guys, I found my old files for this area and can continue working on it and an area transition to it as well. Ive been told however by Luna another town probably isnt needed as there already is a back list of areas waiting to get IG.

Basically he said If the DMs are interested in such an area then probably that would be the only way it would get in. So, any DMs who think they would like to see Ulgoth's Beard put into the world post here. Personally I like the idea of a town North of BG to spread some rp up that way.

The trail to UB either could be a leisurly walk, like the trade way, or a more dangerous path full of bandits or Hobgoblins etc. Once there there would be a pirate cave, possibly linked to a cellar in inside the lighthouse(underground smuggling operation type deal), which you can see the cave entrance on the side of the cliff in the screens, with undead pirates via hak from the vault. As well as the merchant set up in town and an inn. Also there is the beach campfire and a few other rp locations. Might be nice to have some quests added in there as well.

For example the walkmesh also allows you to hike up close to the top of the cliff as well and overlook the town and ocean. I was thinking it would be cool to have some exotic plant up there an alchemist from abroad needs for a quest.

All my own thoughts though. Personally i think this would add more rp immersion and would be a cool addition which is the reason I decided to build the area n the first place. Though the arguement is it is not needed and may end up as a waste of space, and there are other higher priority grinding areas needing to get in first.

Anyway, whoever thinks it's a good idea and actually looks inside this section, post here!
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Sir_Carnifex
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Re: Ulgoth's Beard

Unread post by Sir_Carnifex »

Ulgoth's Beard is actually almost directly west of BG. You would get to it by exiting the North Gate (would have to be put into the Palace Section) and following a trail. It's not that far away, either. One transition area would probably suffice to represent the distance between the hamlet and the city.
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IAmDeathComeForThee
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Re: Ulgoth's Beard

Unread post by IAmDeathComeForThee »

You're right. I was thinking this going under the impression there was no North gate in BG. I figured a small town like the Beard would have to side track all the way around the city to get in. Needless to say i never thought of Waterdeep etc. Although you would think traveling north wouldn't be all too common as roads all seem to head directly through the fields of the dead :P
"good is never as good as it's supposed to be. Although evil is often every bit as bad." -Richard Lee Byers.
Sir_Carnifex
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Re: Ulgoth's Beard

Unread post by Sir_Carnifex »

There's also Daggerford to the north.
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