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Neverwinter Nights 2 Forum News (Dec. 01, 04)

Discussion in 'Game/SP News & Comments' started by chevalier, Dec 1, 2004.

  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 from Obsidian Forums. 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.

    Erik Novales, Programmer

    Toolset Suggestions

    13. Different scripts parsers and compilers.

    We are currently limited to the C-like scripts syntax in the toolset. I think it will be useful to create a "plugins" extension to this. A plugin is a compiler that parses the script code text and compiles it into the format that game uses. Currently there is only one such "plugin" - for there is only one script language with a predefined syntax. What if I want to use, say, Pascal (Delphi) constructions in the code and its syntax instead of C-like one? It is possible to create a plugins system of compilers. Each plugin will be a dynamic-linked library (.dll) that have appropriate functions to parse and compile a text of predefined syntax. If you create a .dll plugin functions specification and add the ability to add and use custom plugins, it will be possible to create custom compilers for custom language syntax as long as they all produce the required "byte-code".
    The NW VM's byte code is documented, I believe, so there's really nothing preventing you from doing this yourself (even with the original game). There is already a third-party NWScript compiler available.

    Forum Posting
    I know I haven't posted as much lately, but that's because a) I've been fairly busy lately (and I've had less downtime lately, which is a good thing as far as making progress on the game goes), and b) all the really cool stuff can't be revealed just yet. Not really a great answer, I know, but rest assured that we're still reading, even if we aren't necessarily writing all the time.

    Jason Keeney, Programmer

    Texture Mapping
    Normal mapping is really a subset of the bump-mapping "family"... or if you want to get really greeky: "Bilnn shading". The goal of all of them is to figure, per pixel, a new surface normal to be used with your lighting calcuations across a poly face.

    The distinction between all the different Blinn-esque techniques is simply in the technical details. At the end of the day, the results from a "height-map" might be exactly the same as a "normal map".. tihe difference is how the data is encoded. The heightmap only stores a height... which it must then use to calucate a normal for a given pixel... whereas a normal-map has that pre-computed normal already stored.

    I posted an even longer explaination of this somewhere else...

    [ December 04, 2004, 15:29: Message edited by: chevalier ]
     
    Last edited by a moderator: Jan 3, 2018
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