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Neverwinter Nights 2 Forum News (Apr. 20, 06)

Discussion in 'Game/SP News & Comments' started by chevalier, Apr 21, 2006.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Jason Keeney, Programmer

    Game engine uses FX model format?
    NWN2 uses our own proprietary model format.

    another height map question..

    This is still kind of unclear to me - but how 'far up' can you pull the terrain, until it disallows you to go any further? I'm still trying to understand if this works like Sim City, where you can use a mountain tool to pull the ground directly upwards into a very tall height.
    You'll be able to make very, very tall mountains.

    Things might start to look and behave a little wierd with really extreme height maps... but thats not the kind of thing we're going to stop you from doing. ;)

    J.E. Sawyer, NWN2 Lead Designer

    ATTN: PW people RE: module sizes: Part III

    What exactly about NWN2 exteriors, other than placeables, makes an area so big in file size.
    The walkmesh.

    Outdoor maps!

    I just had a random thought/question about the outdoor mini-map. Since it's not a true tileset, but rather a height map with placeables and water, I was wondering if the minimap would be rendered when someone came into an area?

    That way it always reflected how things really looked. Since it's a one-time thing, it could render everything in the area in a fraction of a second and no one would notice.
    I believe that the mini-map is generated when the module is saved, though non-static objects will show up (or disappear) on the mini-map as well.
     
    Last edited by a moderator: Jan 3, 2018
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