NWN 2
Posted: Sat Oct 16, 2004 7:30 am
<center>Neverwinter Nights 2</center>
Depends on if they publish the file format specs again or not and how different those are from NWN's. I'm sure a conversion tool can be built if they're not that far away from each other.Themicles wrote:I really would love to see my world in the new engine though. *sigh*
It's not tile based.PlasmaJohn wrote:Depends on if they publish the file format specs again or not and how different those are from NWN's. I'm sure a conversion tool can be built if they're not that far away from each other.Themicles wrote:I really would love to see my world in the new engine though. *sigh*
John
KotOR was based on the Aurora engine. Modified such that it was given it's own name, "Odyssey." Last I knew, the areas were modelled, not brush based.Fuzz wrote:It's not tile based.PlasmaJohn wrote:Depends on if they publish the file format specs again or not and how different those are from NWN's. I'm sure a conversion tool can be built if they're not that far away from each other.Themicles wrote:I really would love to see my world in the new engine though. *sigh*
John
New engine is going for a brush based format a la KotOR. (and really, every other friggin game... it makes 10x more sense, in terms of flexibility)
Really, half of the reason NWN was so mod-happy was the tile-based setup, so any jackass could whip up a module pretty easily... it was also it's biggest drawback. Difference here is that you already have a built-in community for the game, since you'll get transition people from NWN... not a bad dev strategy at all.