Hi players! Neverwinter art director here! I wanted to drop by and let you know the art team is working on many of your bug reports, as well as some of our own. Here's a quick list of what is finished so far in no particular order: 1. Fixed: Warlock Pillar of Power ability conceals any nearby warning splats 3. Fixed:…
I'll be sure to get more winter event assets in at the next opportunity. I did manage to get the sky from the winter event in, as well as the one from the midsummer event.
The pivot is actually in the corner for the slippery volumes, and you should be able to see it in the 3D editor (I just tested to verify). As long as your avatar is touching the volume you should get the effect, and from what I can see the 50x50 one works. Make sure you're not set to Untargetable, as that would make any of…
Actually it was that thread that prompted me to bug some people to increase the limit. I expect the keys to the kingdom the instant the new patch hits :)
If it's ok with the mods, yes I would love for any new art requests to go into this thread on an ongoing basis. It helps me track things a little easier. That would be a feature I would love to have for our internal developer tools, let alone the Foundry :) If we were are able to add a terrain editor in the future, it…
Yep the clipping is expected behavior, as the occlusion is still active on those rooms. I'm still debating weather to just make those rooms have black walls instead of invisible. One benefit to having the invisible walls is that you can create open courtyards by just using an outdoor sky and leaving the ceilings uncovered.
The Dread Ring maps are coming in kind of late this time, as they're still being changed by the art team. They may not make it in for the initial release, but they should be in shortly after.
The fix isn't on the live server yet. It's slated to be included in the next big update (module 2). When the fix is on the Preview shard I'll let you guys know :)
I'm sorry about your troubles. That map did indeed have lots of placement holes in it. I think I found them all and got them patched up, so module 2 will have that fix. I also let our lead Foundry programmer know about the teleporter connecting line issue. This is now fixed for module 2 as well. Since the room was clearly…
The occlusion bubble would indeed remain in tact, but its effectiveness depends on your layout. If you make one giant room that fills the whole map, the occlusion hull won't be occluding much :) Pathing mostly relies on collision and doesn't even know what a "door" is, so I would expect the pathing to work well. Our AI…
We've talked about 1 and 2 internally, but nothing's scheduled for those yet. 1 is interesting, I'll bring that up with the programmers when I get a chance. In the meantime, wouldn't adjusting your video settings temporarily work for improving performance? As far as choosing different heights for your doorways, the tech…
I've been toying around with this idea actually, but there are some concerns I have with allowing large map-sized rooms. First, there's a lot more that goes into building a room than adding floors, ceilings and walls. My biggest concern is performance, since most of our interior kits do not have efficient occlusion built…
We made the choice to allow detail object placement outside of a room simply because sometimes it's needed to do specific things. For example, if I wanted to have a caved-in sewer, I might need to have some large rocks and rubble that are poking into the room from the outside.
Yeah that's a great map made by one of our newer artists. I'll be sure to include it in the next big update. I'll include a version that's cleaned out of some of the festival props to give authors more flexibility with it.
This is a great suggestion! Apart from the invisible walls, is there anything else you all would like to see in 3D Edit mode that's invisible in preview mode?
I'm growing some Ivy in my back yard that has orange flowers on it, but let me google that for you: https://www.google.com/search?q=ivy+with+flowers&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=10geUqesFKerigKtuoDwCA&biw=1662&bih=803&sei=2UgeUtL3COr6igL5-4GYCQ Anyway, you all make a good point about the flowers,…
I'm deeply sorry for what happened to this map and your quest. This was 1 of only 2 UGC maps that was generated using some procedural object placement tech we were working on years ago. I originally intended to remove the map before we launched, but we already had some content using it. Some time in the past couple weeks,…
There's a bug right now where some art assets get stuck in "low quality" mode, even if your graphics settings are maxed out. Just moving the graphics quality slider in the options menu should fix it for now.
Ah... I remember my first threat... It was from a player in the STO forums who was very unhappy with a specific texture I made for the game. Welcome to the game industry folks! ;)
I originally thought this would be an easy fix, but this is one strange bug. We're continuing to investigate. The mystery of the color changing torches deepens...
It was a mistake. We are doing an optimization pass on Pirate's Skyhold, and those ship assets had their collision optimized too much. I've already fixed this so their collision should be back to what it was, so that should get to you guys soon.
Hi apocrs, Just wanted to ask, do you know specifically which grass now looks brown? An object name would help me track this down. I'm also having trouble finding which mossy rock is broken. As for those vines, they actually always had flowers on them... they just mistakenly had a leaf texture assigned to them instead of…