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I wish to do new maps for Icewind Dale/Infinity Engine


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#1 Surf_Solar

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Posted 01 November 2011 - 06:50 PM

Hi there! I'm a new user, some kind soul on the rpgcodex directed me here. I discovered the Infinity Engine games very late (actually played all of them this year for the first time for real). Due to me learning 3d modelling and landscape texturing etc. for my own game, I created some large 3d scenes for fun and came up with this:

http://www.abload.de/img/hfgh142sd.jpg

http://www.abload.de.../hfgh2fgfqx.png

Or this...

http://www.abload.de/img/hdf9eus.jpg


The first two pictures I thought of the one of the Ten Towns, Bryn Shander, it is supposed to be the biggest city of the ten towns in icewind dale, with walls shielding around and snowy planes surrounding it. I have created all the interior 3d scenes aswell.
The second one is just a snowy peak, could maybe used to row to Bryn Shander?


Anyway, what I'd like to know  - which camera angles do I need to use for rendering scenes for the Infinity Engine games? Are they rendered as a whole, or are the files cut into smaller pieces? How would I "mod" a new map into an existing game?

All that I would like to know if this is possible. ;)

#2 Daulmakan

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Posted 01 November 2011 - 07:11 PM

Welcome, nice screens BTW. :)

These should get you started:

http://www.simpilot....ltcep/index.htm
http://www.shsforums...class-tutorial/
http://iesdp.gibberlings3.net/main.htm (the Bible for IE formats)

As for the correct angle, possible 3dmax tips and stuff, I'm sure someone more knowledgeable will comment on it soon enough.

item_pack.jpg   Drows.jpg

 


#3 i30817

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Posted 02 November 2011 - 04:53 AM

Slacking off on "What Remains" Surf_Solar?

#4 Surf_Solar

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Posted 02 November 2011 - 11:44 AM

No, infact I actually looked for someone who wants to take over the maps  with me just rendering them because I want to work on my game. ;)

Daulmakaan, thanks for the links!

#5 Isaya

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Posted 02 November 2011 - 11:45 AM

Regarding the camera angle, the only tutorial I know is this one.

Cameras

This shouldn't be too painful. If you haven't already noticed, the IE games use a type of view which really doesn't have a perspective, and never shows the sky. This is called isometric view, known as Orthographic for 3D Studio Max. To get this effect, we need to set up a camera.

Under the Create Panel, click the Cameras Tab, then hit Free Camera. Click once in the viewport to create the camera.
Now we need to modify the camera's properties and positioning a bit. So click on the Modify Tab, and check Orthographic Projection. Then, with the camera still selected, left-click on the Rotate button above the viewports. Right-click the Rotate button now, and a box should pop up with options.
Under Absolute World, you should see X, Y, and Z coordinates. Change the values in the X and Z boxes to 45, then close the box.

You need to make the picture as a whole. The first tutorial link mentionned by Daulmakan should teach you how to set doors, wall and all kinds of obstacles on the picture.

#6 Surf_Solar

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Posted 02 November 2011 - 01:10 PM

Regarding the camera angle, the only tutorial I know is this one.

Cameras


Under Absolute World, you should see X, Y, and Z coordinates. Change the values in the X and Z boxes to 45, then close the box.

You need to make the picture as a whole. The first tutorial link mentionned by Daulmakan should teach you how to set doors, wall and all kinds of obstacles on the picture.


Thanks! That's all I needed to know. :) I've taken a closer look at the lighting the other maps use and figured these out aswell, the rest should be fairly easy. I will post the results on here then, maybe one kind soul wants to take those maps and create some content for it, or when I find time (or I am bored with my game ;P ) I will do that too.

Thanks again!

#7 Miloch

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Posted 05 November 2011 - 09:28 PM

Looks nice; if you can create a "top-down" isometric 2D perspective, I'm sure some folks would take up the other details. There are also tools that can automate some of the process (one used in the unfortunately defunct "Broken Hourglass" game to determine wallgroups from a static image for example).

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle