Those are sweet shots, Killer Gremal. Maybe I should mess around with the camera settings as well. That would certainly resolve my gripe about the scarcity of sweeping vistas in DS2.
Submitted by KillerGremal on Sun, 2007-09-30 07:35
volkan wrote:
Are those camera settings at 120 meters or are they beyond that? Looks like they are > 120 to me.
I guess it was only about 60m, it just looks so far away but often it isn't. You can play with a maximum of eg. 24m (the default is 18m) and subjectively it mostly will look as twice as far.
Of course the moods have to be adjusted in appropirate manner too in order to push the fog away.
Frequently I have played with these settings because i wasn't really happy with Irwin Ryan's SeeFar mods - well it's a good approach because DS2's camera is quite restrictive indeed but even the lowest variant of these SeeFar mods was too extreme for my eyes.
It was rather difficult to see/compare the differences between different camera and mood settings. Thus i made some test screens, and some of them still exist - very probable that all the following screen shot have been taken with form ~24m away while the moods were changing:
*: Now all these ZoomFar/FogFar mod versions are rather obsolete - happily Elys has added an similar functionality in All*Saves making it much easier to find the most pleasant settings.
Although GPG's maps are not tuned for this (beware of the end of the world! ;)) it really makes fun to play a bit with non-default camera settings - so once i have modified the camera to reach almost satelite altitude (well, flying at 15fps...:-o)
The frustum definately causes problems in certain areas. Camera distance is not a problem as long as the frustum is not altered. I had the slider set at "60" (default at 45, max 120) running Elys' new mod manager. And in the "Death Mask" tombs I was loading two different regions and my characters head was sticking through the floor of the region above me. May go back and grab a screenie to show what I'm talking about.
Edit: Head Bangin' Time!!! Know there are a couple of spots in my LOA Camera Mod that do the same thing. One I remember for sure is just after you recruit Jharmaya and then go down the stairs.
Just got through "breaking" it with my new characters, now to "fix" it for the first time ever. Had a party that completed all 3 difficulty settings before Broken World came out, everyone in the high level 80's.
Submitted by KillerGremal on Sun, 2007-10-07 12:19
volkan wrote:
Just got through "breaking" it with my new characters, now to "fix" it for the first time ever. Had a party that completed all 3 difficulty settings before Broken World came out, everyone in the high level 80's.
Kalrathia
I like this one most - it smells like War Hound!
( Well one thing on this image is tellimg me that the War Hound Pet mod seems to be installed too.
And no, this is no easy prey so better keep away from it. )
I like how the Virtuous Rebellion War Hound helps to "Take out the trash" when you clean the streets too. May have to revisit Kalrathia and see what in that picture smells like War Hound to you. (And then whup it) :P
- here's one of the Captain of the Guard at Snowbrook Haven
(left-click to enlarge image)
- smart outfits those guards have..
PS: I'm currently using KillerGremal's no-outlines mod..
- it means you have to watch the cursor for treasure, as the
blue outlines are also removed.. it's really good, though!!
Have to say I really love this mod, KG
it makes it all seem so much more filmic..:woot:
Got the switch to swim animations working for chore_walk. Still working on chore_fidget.
Currently she's standing up to fidget, which shouldn't happen if she's neutrally buoyant. It's a much more complex bit of skrit for fidgeting, because there are more ways to fidget, such as watching any potential enemies, and wandering over to join your friends. I thought I'd found the main bit of animation selection code in one of the included files, but it didn't work, so I'm still shovelling.
I built a maze region for her to swim in, with a pair of command triggers at the entrance to turn swimming on and off. Most of it uses generic dungeon node, but there's a section at the end where I'm trying to retexture the Insect Cave nodes as a coral reef. More screenies of that if I succeed!
( Well one thing on this image is telling me that the War Hound Pet mod seems to be installed too.
And no, this is no easy prey so better keep away from it. )
Submitted by KillerGremal on Mon, 2007-10-08 15:54
ghastley wrote:
Got the switch to swim animations working for chore_walk. Still working on chore_fidget.
. . .
Looks very nice, totally new aspects in DS2...! - Maybe i should spend some thoughs on a Baracuda Pet Mod...!? However i hope you get the fidgeting matters fixed. As i had to learn all the non-exiting/non-default things are often very hard to realize, also there seems to be nobody to ask at GPG in case of problems...
volkan wrote:
Good eyes concerning your mod Killer.
KillerGremal wrote:
I like this one most - it smells like War Hound!
Heheh. J/K.
. . .
...but no, this can't be form a War Hound - they are natively very house-trained!
However many things about the alimentary system of the beings in Aranna is quite unclear, it seems nobody really needs toilets anyhow...!?
volkan wrote:
. . .
KillerGremal wrote:
( Well one thing on this image is telling me that the War Hound Pet mod seems to be installed too.
And no, this is no easy prey so better keep away from it. )
Definately not easy, but I whupped it.
Nice to see you semi-dead - i mean (at least) half-alive. :P Maybe you like to knoe there are two further crept-in guests in Kalrathia (or below!? ;)).
While outfitting the pet shop with a War Hound the impression raised that in a town like Kalrathia there should be more 'useless things of interest' - well now the pictures are quite evident but eg. the ones to snaffle or to fight against mostly not.
Generally about 20 game obejcts have been added totally but some of them are hard to find, eg. Kynos' room contains four additions - only the privileged one can find them all.
However before getting mad for looking for a lever or opening button here - this chest turned out as an easteregg - only the Lord could open it. But as we all know he sadly died long before his time...
Kept my old save game from before I started Broken World so I could do further exploring if necessary. Not sure if that is the real culprit behind not being able to advance in difficulty settings at times. (ie: Going back to Mercenary as a new game, instead of "continuing" after completing it, and moving to a different map)
As i had to learn all the non-exiting/non-default things are often very hard to realize,
Don't I know it! I'm still looking for a way to have her inventory size depend on the backpack. I could even live with the same behaviour as the speelbook - a "no backpack equipped" message and no content at all, but I can't find a way to do that either.
Hard to find good eye-catching screenies from Broken World, the scenery is "too" dark and dismal. (But I guess it's supposed to be "broken", huh?) ^^
Leeches at work:
Saw this coming and was able pause/advance slowly to get a good screenie:
And yes I adjust the levels/curves to enhance the pictures. The computer these were taken with is my friend's girlfriend's, and I have to run with bilinear textures and no shaders or shadows. (And it still takes several minutes to exit from game sometimes.)
Submitted by KillerGremal on Thu, 2007-10-11 16:59
Some nice screen shots!
The Broken World map is really quite photogenic - sadly there is no toolkit to (easily) carry on this ambience - but that's another story...
volkan wrote:
Has anyone else given Celeb'Hel his soulstones? Had to see what happened. :woot:
...to the best of my remembrance the following (NIS) explosion just leaves some smoke. :-o
Submitted by KillerGremal on Mon, 2009-04-06 12:11
@Blondin235: Really cool shots you made in cinema resolution (*a little bit jealous* :evil:).
But probably they would look even better if you could set anti-aliasing on 4x in the properties of your graphic card!?
Can you control AA at that level, or does it just make AA available to the app if it wants to use it? If its the latter, I'm not sure DS would know to do so.
Those are sweet shots, Killer Gremal. Maybe I should mess around with the camera settings as well. That would certainly resolve my gripe about the scarcity of sweeping vistas in DS2.
Are those camera settings at 120 meters or are they beyond that? Looks like they are > 120 to me.
I guess it was only about 60m, it just looks so far away but often it isn't. You can play with a maximum of eg. 24m (the default is 18m) and subjectively it mostly will look as twice as far.
Of course the moods have to be adjusted in appropirate manner too in order to push the fog away.
Frequently I have played with these settings because i wasn't really happy with Irwin Ryan's SeeFar mods - well it's a good approach because DS2's camera is quite restrictive indeed but even the lowest variant of these SeeFar mods was too extreme for my eyes.
It was rather difficult to see/compare the differences between different camera and mood settings. Thus i made some test screens, and some of them still exist - very probable that all the following screen shot have been taken with form ~24m away while the moods were changing:
DS2 with default moods/fog
With FogFar30 ( * )
With SeeFar 'Low Moods'
*: Now all these ZoomFar/FogFar mod versions are rather obsolete - happily Elys has added an similar functionality in All*Saves making it much easier to find the most pleasant settings.
The frustum definately causes problems in certain areas. Camera distance is not a problem as long as the frustum is not altered. I had the slider set at "60" (default at 45, max 120) running Elys' new mod manager. And in the "Death Mask" tombs I was loading two different regions and my characters head was sticking through the floor of the region above me.
May go back and grab a screenie to show what I'm talking about.
Edit: Head Bangin' Time!!! Know there are a couple of spots in my LOA Camera Mod that do the same thing. One I remember for sure is just after you recruit Jharmaya and then go down the stairs.
Jabbing Tharva..

Dead Jabbing Tharva..!! :woot:

- hey, that looks like a neat way to sneak up on the enemy, volkan..
..heh, heh!!
Getting closer to the end of Mercenary level DS2 with new characters, then I can finally play BW and see the end.
Talon Tore Up:

And Ganth:

Just got through "breaking" it with my new characters, now to "fix" it for the first time ever. Had a party that completed all 3 difficulty settings before Broken World came out, everyone in the high level 80's.
Kalrathia
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Agallan Giant Waterfall
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Agallan Portal
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Archmage
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Eva Doing her Michael Jordan
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Harpies
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Zaramoth's Horns
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Zaramoth's Horns2
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Valdis' Throne
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Valdis Battle
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Valdis Battle2
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Agony of Defeat
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Agony of Defeat2
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The End
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Somebody's Peekin'
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Very cool screenies, volkan. Thanks for sharing them. I especially like the pic of the Agallan Portal, and the captures from the ending movie.
I like this one most - it smells like War Hound!
( Well one thing on this image is tellimg me that the War Hound Pet mod seems to be installed too.
)
And no, this is no easy prey so better keep away from it.
I like how the Virtuous Rebellion War Hound helps to "Take out the trash" when you clean the streets too. May have to revisit Kalrathia and see what in that picture smells like War Hound to you. (And then whup it) :P
wow - those are some amazing screenies, volkan!!
- here's one of the Captain of the Guard at Snowbrook Haven
(left-click to enlarge image)
- smart outfits those guards have..
PS: I'm currently using KillerGremal's no-outlines mod..
- it means you have to watch the cursor for treasure, as the
blue outlines are also removed.. it's really good, though!!
Have to say I really love this mod, KG
it makes it all seem so much more filmic..:woot:
Got the switch to swim animations working for chore_walk. Still working on chore_fidget.
Currently she's standing up to fidget, which shouldn't happen if she's neutrally buoyant. It's a much more complex bit of skrit for fidgeting, because there are more ways to fidget, such as watching any potential enemies, and wandering over to join your friends. I thought I'd found the main bit of animation selection code in one of the included files, but it didn't work, so I'm still shovelling.
I built a maze region for her to swim in, with a pair of command triggers at the entrance to turn swimming on and off. Most of it uses generic dungeon node, but there's a section at the end where I'm trying to retexture the Insect Cave nodes as a coral reef. More screenies of that if I succeed!
Looks cool Ghastley. Keep it up. :thumbup:
Good eyes concerning your mod Killer.
Heheh. J/K.
Definately not easy, but I whupped it.
So many nice screenshots guys. Schoolwork sure seems a bit boring right now..
ghastley, looking forward to more screenshots of Laura swimming.
- odd angles..

- heh, heh!
Instead of "outside lookin' in" we got "inside lookin' out". Odd angles are a welcome change to the scenery.
However i hope you get the fidgeting matters fixed. As i had to learn all the non-exiting/non-default things are often very hard to realize, also there seems to be nobody to ask at GPG in case of problems...
However many things about the alimentary system of the beings in Aranna is quite unclear, it seems nobody really needs toilets anyhow...!?
Maybe you like to knoe there are two further crept-in guests in Kalrathia (or below!? ;)).
While outfitting the pet shop with a War Hound the impression raised that in a town like Kalrathia there should be more 'useless things of interest' - well now the pictures are quite evident but eg. the ones to snaffle or to fight against mostly not.
Generally about 20 game obejcts have been added totally but some of them are hard to find, eg. Kynos' room contains four additions - only the privileged one can find them all.
However before getting mad for looking for a lever or opening button here - this chest turned out as an easteregg - only the Lord could open it. But as we all know he sadly died long before his time...
Kept my old save game from before I started Broken World so I could do further exploring if necessary. Not sure if that is the real culprit behind not being able to advance in difficulty settings at times. (ie: Going back to Mercenary as a new game, instead of "continuing" after completing it, and moving to a different map)
Don't I know it! I'm still looking for a way to have her inventory size depend on the backpack. I could even live with the same behaviour as the speelbook - a "no backpack equipped" message and no content at all, but I can't find a way to do that either.
Hard to find good eye-catching screenies from Broken World, the scenery is "too" dark and dismal. (But I guess it's supposed to be "broken", huh?) ^^
Leeches at work:

Saw this coming and was able pause/advance slowly to get a good screenie:

And yes I adjust the levels/curves to enhance the pictures. The computer these were taken with is my friend's girlfriend's, and I have to run with bilinear textures and no shaders or shadows. (And it still takes several minutes to exit from game sometimes.)
And got a few more screenies to go with:
Bound Elf
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Cinbri City
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Final Puzzle
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Solanum Critter
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Surgeon
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The Gang
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Zaramoth
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Zaramoth2
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Zaramoth3
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Has anyone else given Celeb'Hel his soulstones? Had to see what happened. :woot:
Yes, it's probably the only conversation decision that has any real impact on the game (new NPC or :rip: ).
BTW, congrats on finishing BW.
Some nice screen shots!
- but that's another story...
The Broken World map is really quite photogenic - sadly there is no toolkit to (easily) carry on this ambience
...to the best of my remembrance the following (NIS) explosion just leaves some smoke. :-o
He explodes and all that remains is his tunic laying on the ground. :lightning:
..we've all been there!!
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- run!!
..the wide open spaces of the Snowbrook Foothills
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- danger everywhere..!! :woot:
- great for spotting the enemy in advance.. :woot:
Indeed it is.
@Blondin235: Really cool shots you made
in cinema resolution (*a little bit jealous* :evil:).
But probably they would look even better if you could set anti-aliasing on 4x in the properties of your graphic card!?
Can you control AA at that level, or does it just make AA available to the app if it wants to use it? If its the latter, I'm not sure DS would know to do so.
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