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Topic: Skills available & areas of interest

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Scar Guard
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Skills available & areas of interest
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was wanting to make sure we have an area for folks to list what skill sets they can offer toward the server, or what areas  they wish to explore or learn.

 

As it stands i'm not familiar with anything to do with NWN 2's tool set or its scripting but i'm working on learning.

I would appreciate everyone listing off what it is You want to do here please.  I need a reminder as to what responsobilities you all want when it comes to the server if any. If you only want to be a player then please just say so.



-- Edited by Emiryn on Sunday 11th of November 2012 05:03:15 PM

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I have a small amount of knowledge when it comes altering existing scripts within the NWN 2 toolset, and an even smaller amount of experience making areas. I can of course learn to do just about anything, given enough time and incentive!

I was once the head administrator for a nwn 1 server with roughly 3 players. It wasn't my fault there were only 3 players, it was just a server than had naturally atrophied over the years due to other games/interests and a general apathy from the former admin staff to do anything. When I asked "hey, do you mind if I take charge and do stuff?" the answer was "whatever, here's the password, do whatever you want." "Ok!" That lasted about 6 months, but so few people were willing to actually go through the effort of downloading the custom content that existed, that, well, I lost interest and moved on to nwn 2, Sigil, and met you fine people!

I have a rather extensive knowledge of how to make Admin staff angry on any number of topics, due to my extraordinary dislike of the status quo. It's the terrible trickster in my nature I fear, ever changing and virulent, with just a hint of mint for flavor. I will attempt to never use these skills towards you guys - that's a promise from me to you!

I have DM experience, but all of it is typically outside the norm. Anything I run will likely be a little odd, but, I'm more than willing to throw my hat in for this endeavor!

I've been told I'm a good writer, although I'm terribly lazy when it comes to actually flexing those muscles. I'm not sure how that would be useful to the server in general, but, hey, someone might think of a way to put me to work yet!

I also seem to be ending every paragraph with an exclamation point!






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My toolset doesn't work, but otherwise I'd really enjoy making items and NCPs... I could also write up fluff or provide ideas to events. Not much, I know.

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The Wonders of Ork Technology

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Like coyote, I'm real good in pissing people off, even when I don't want to.
Aside that, 3D modeling and scripting is my game. But frankly, I rather not deal with the modeling part, it's flat awesome... in its ways to how to NOT cooperate...



-- Edited by anikaiful on Wednesday 21st of November 2012 01:12:06 PM

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Taurus Daggerknight wrote:

Anikaiful, have you ever modeled for NWN 2, or done low poly models for stuff before (and if not, care to start here? :D )?

I was intending to make a few more types of Spelljammers (more standard ones) to be used as placeables in the map, as well as some siege weapons. If you can help that get along, it would be great.

The placeables do not need animations (though they are allowed to have them), and if you would rather not handle texturing, you can go ahead and send me the meshes (though I would prefer they have their UV's prepped accordingly).

If you want to throw together some funky weapons, that's of course welcome too.

If you are unfamiliar with NWN 2 modeling, I'll send you what resources and guides I have.


 I've done some work with 3DMax. Modeling isn't the hard part, the hard part is to tell NWN2 to comply. If someone else does the "comply, bitch!" part, I'm all game for creating stuff.

What comes to texturing though, that's ultimately a matter of preference, so ... I'll slap on some basics, and let the rest of the folks decide on the final product?



-- Edited by anikaiful on Wednesday 21st of November 2012 09:50:04 PM

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Scar Guard
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We'll need to get everyone who is willing to work on scripting to start collaborating. I know Light has a few things he wants to have done with the TLK to keep it organized.

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The Archbuilder
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It might be helpful to clarify one point: Custom Classes (and races, feats, spells, and other custom PC goodies) are not strictly "scripting"--its a lot of 2da modifying with a few scripts thrown in. They rely on the tlk file for things like description and name, so keeping the tlk tidy is important for people who want to jump into that. Anybody interested in this type of "scripting" should work with Light.

However, scripting as in module systems does not require any of the above and has a completely different focus, so current lead for that would be me.

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Lord of the Forge
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Anikaiful, have you ever modeled for NWN 2, or done low poly models for stuff before (and if not, care to start here? :D )?

I was intending to make a few more types of Spelljammers (more standard ones) to be used as placeables in the map, as well as some siege weapons. If you can help that get along, it would be great.

The placeables do not need animations (though they are allowed to have them), and if you would rather not handle texturing, you can go ahead and send me the meshes (though I would prefer they have their UV's prepped accordingly).

If you want to throw together some funky weapons, that's of course welcome too.

If you are unfamiliar with NWN 2 modeling, I'll send you what resources and guides I have.

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Lord of the Forge
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Depending on the model, yes, I can get it stuff in. Just bear the polygon counts in mind, and again, i'd prefer the UV be done if it is not already textured (though I can handle it either way).

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Taurus Daggerknight wrote:

Depending on the model, yes, I can get it stuff in. Just bear the polygon counts in mind, and again, i'd prefer the UV be done if it is not already textured (though I can handle it either way).


 `Too much polygons = lotsa GPU/CPU torment, aye. Now tho, more to the stylistic point: you wish them be more akin to sea-goers, or craft that never land...? There's also very wide variety of crafts, in both categories... built by dwarves, elves, gith... you name it...



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Lord of the Forge
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At this point, just go nuts. Best part about Spelljammer/ Planescape is that more or less anything goes, more so here. The main ship for instance is an odd duck iron clad/ Star Destroyer/ solar sailor hybrid thing that's frankly too big to really land, but we will be including smaller ships like Dragonflies and stuff.

What I personally really want to see at some point is a Neogi ship, and possibly an Illithid one. Since we don't actually have Neogi, I guess an Illithid vessel would come first. Anyhow, if you do decide to take on a ship, lemme know in the builder section, and i'll let you know likewise so we don't end up making the same thing each (and so we can actually help each other if and when need be).

As I said earlier, aside from ships siege weapons or ship weapon systems would also be very useful.

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Scar Guard
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as the setting is currently going, with Gith being a presence in our Port tow/ city would it be possible that they have a ship there near the monastery? as it stands I don't think there are any specific priority on certain design types. Though I'd think the more common ship designs would be prevalent ( Mind I don't know what those would be, I need to do more reading and looking about. If I'm recalling correctly I think a certain player's character has a Dragon fly; however I am not sure if that model has been started or if My information is correct.

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The Archbuilder
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Functionally, its important to have the dragonfly or a similar "shuttle" sized spelljammer, since the main one is so darn big it doesn't fit well in most areas . . .

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