I've been thinking about this while playing and wondering why it is some of the outdoor level art did not quite meet my expectations. I honestly think the potential is there in the toolset to make more appealing outdoor areas. I wonder if the need to play their game on the consoles had anything to do with it. The more detail you add, the larger the level art becomes. They may have been pushing the limits for the consoles and decided to find a common denominator rather than going through the work of making separate level art for the PC.
The other constraints for something like this Ostagar level may have been the 8 texture limitation, or simply a lack of desire to put in the time to make the vista more detailed. Hard to say, but I believe the toolset supports better than this.
Maerduin, you had a good creative eye with the NWN2 toolset area editor. I'm confident you could do well with the DA level editor as well once you get a feel for it. I think the toughest thing is not having a color tool. That was one very helpful option in the NWN2 editor for breaking up the monotony of a landscape.
Funny, Amraphael! One reason this area's bad spots stick out is because the good spots in the very same area are so good.
Interesting thought about the console requirements, Jason. I hope the toolset supports better than this--I *still* don't have it, as I've just moved and I don't yet have home internet access, and it's not packaged with the game.
I wondered about the color tool. It's definitely too bad there isn't one.
Eek - yeah, the inconsistency of quality sticks out like a sore thumb in those shots. It's too bad about the color tool, indeed, because it would've made that scene look a lot better!
4 comments:
I've been thinking about this while playing and wondering why it is some of the outdoor level art did not quite meet my expectations. I honestly think the potential is there in the toolset to make more appealing outdoor areas. I wonder if the need to play their game on the consoles had anything to do with it. The more detail you add, the larger the level art becomes. They may have been pushing the limits for the consoles and decided to find a common denominator rather than going through the work of making separate level art for the PC.
The other constraints for something like this Ostagar level may have been the 8 texture limitation, or simply a lack of desire to put in the time to make the vista more detailed. Hard to say, but I believe the toolset supports better than this.
Maerduin, you had a good creative eye with the NWN2 toolset area editor. I'm confident you could do well with the DA level editor as well once you get a feel for it. I think the toughest thing is not having a color tool. That was one very helpful option in the NWN2 editor for breaking up the monotony of a landscape.
Hi,
this was fun. I posted almost exactly the same picture yesterday:
http://amraphaels.blogspot.com
/2009/11/dao-im-hooked.html
Funny, Amraphael! One reason this area's bad spots stick out is because the good spots in the very same area are so good.
Interesting thought about the console requirements, Jason. I hope the toolset supports better than this--I *still* don't have it, as I've just moved and I don't yet have home internet access, and it's not packaged with the game.
I wondered about the color tool. It's definitely too bad there isn't one.
Eek - yeah, the inconsistency of quality sticks out like a sore thumb in those shots. It's too bad about the color tool, indeed, because it would've made that scene look a lot better!
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