![]() ![]() This is used in conjunction with the Fog settings (Farclip, FogEnd, FogStart) in area lighting. The water toggle for example is handy when you want to paint terrain under a lake and need to temporarily see what you are doing! These toggles do not affect the terrain in any way in the game engine. These toggle the various map features and are mostly for help during map creation. This is for level baking which will be covered in the Baking section. This will be covered in more detail in the terrain tools section. Each line intersection can be adjusted in height. Shows the surface of the map that can be modified by the Terrain tools. Remember characters can not enter the border area so this will help indicate the end of the walkable area. Good for seeing where the border area starts without the grid visible. This toggle shows the border area marked in red. This will toggle to grid which is handy for seeing the region grid and border grid. Not all options will be covered but feel free to play around with the toggles to see what they do! The toolbar has several handy functions for map making. that add some beauty and detail to your maps but have no other effect to gameplay. It’s there purely for decoration so characters won’t see the end of the world! This is a place for hills, snaking roads, trees, etc. Each exterior map has a 2 tile region border that characters can not enter. The White line indicates where the map border starts. The tile regions will be covered in more detail in the appropriate sections. The black lines signify tile regions which affect textures, water, & grass limits. If you click “Grid” on the Toolbar it will show the area grid with Black. You should see a plain green area in the main window. ![]() The size of the area can be adjusted after the map is made but start with a small map while practicing with the toolset. The Area Tag is the name for the map so choose whatever is appropriate. Create a new area by selecting 'File' 'New' 'Area'. The first thing you need to do is create your first map. In the Sample Module, for example, you begin in the exterior map outside of Pitney’s home and then can enter the interior map in his home. Within any given module, you can use both exterior and interior areas. Interior maps are made with the various tilesets and similar to how the original NWN1 maps were created, though with greater flexibility on object placement. Exterior maps are made with a height map and allow full flexibility in sculpting your terrain. General Lighting and Additional ConsiderationsĪreas in the game are either exterior or interior maps.This document goes over the basics of exterior and interior map making and how to place the various objects. With the added functionality comes more complexity. The Neverwinter Nights 2 map making tools are incredibly flexible and you now have far more control over terrain and prop placement. It’s the first thing the player sees after making his character. Map making is a rewarding part of creating your module. ![]()
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