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Witcher Rural Tileset


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#1
Michael DarkAngel

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I've begun work on bringing some of The Witcher elements to NWN.  The first thing is a house.  More still needs done on this 2x2 group (smoke emitter for the chimney, window lighting anims, doors, etc.).  I don't think this will fit well in the standard Rural tileset, so I'll be attempting an entirely new tileset (we'll see how that goes).

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#2
Eradrain

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This is fantastic, thanks for doing it!

#3
Pstemarie

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I like.

#4
Michael DarkAngel

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A tree from The Witcher being used as random terrain, for now.

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#5
Jenna WSI

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Looks very good, though I would suggest bringing the brown dirt out under all corners of the house (it's tucked under on one side). Very nice textures and everything though.

#6
Michael DarkAngel

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Jenna WSI wrote...
Looks very good, though I would suggest bringing the brown dirt out under all corners of the house (it's tucked under on one side). Very nice textures and everything though.


The house still needs more work, not quite done with that yet.  However, I was planning on leaving the dirt around the house just the way it is.  We'll see how it looks when I'm finished with it.  I may just get rid of the dirt altogether, but then I have to make steps to get to the doors, and I don't know that I could match the quality of the original work by CDPR.

Thanks for the suggestion,

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Modifié par Michael DarkAngel, 18 octobre 2010 - 10:15 .


#7
Gleym

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Those houses are HUGE compared to the character models. lol

#8
Frith5

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Ah, that'd be great. NWN can always use more content! I've often wondered about Witcher content being used in NWN.

Another thread to watch. :)

JFK

#9
Michael DarkAngel

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Gleym wrote...
Those houses are HUGE compared to the character models. lol


It could be camera angle playing tricks.  I haven't created a walkmesh for the group yet, so I haven't been able to get next to the house.  I will be doing that shortly.

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#10
Michael DarkAngel

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I think it was a camera angle issue.

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I'm standing two steps below the threshold, but I think you can see size, in this case, is not an issue.

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#11
Michael DarkAngel

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I decided to do a door comparison, and this is what I found

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The door on the left is a standard bioware door, on the right is the door for The Witcher house.

All I can say is very interesting...

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#12
Gleym

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Given the unevenness of the terrain in The Witcher, are you also going to implement that? It works especially well rather than having everything so flat and plain. Worm's stuff is a good example of bumpy terrain that feels natural.

#13
Michael DarkAngel

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Gleym wrote...
Given the unevenness of the terrain in The Witcher, are you also going to implement that? It works especially well rather than having everything so flat and plain. Worm's stuff is a good example of bumpy terrain that feels natural.


There is definitely going to be some uneveness of terrain.  Unfortunately, I won't be able to produce on the scale The Witcher had.  Just not possible with a tile-based terrain.  A couple of examples, however, of getting pretty darn close would be the TNO tileset, Worm's work and Six' work.  If I can achieve something close to that, then this should turn out pretty good.

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#14
Gleym

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Right, that's what I meant. Just something along those lines would work just fine. Using the Raise/Lower function to that end would also work rather well.

#15
Michael DarkAngel

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Smoke Emitter and Window animations have been added.

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One more walkmesh to finish and this group will be complete.  Then do the door.

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#16
Gleym

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Oooh.. So the windows flicker like there's an actual live light-source inside or do they just glow at night?

#17
Michael DarkAngel

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Gleym wrote...
Oooh.. So the windows flicker like there's an actual live light-source inside or do they just glow at night?


Right now they just glow.  Now you've got me wondering if I could make them flicker.  I'll have to do some experimenting.

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#18
Michael DarkAngel

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Okay so after about a half-dozen or so experiments this is I think this is my best attempt so far.  Could probably use a little more tweaking, but let me know what you think.

Window Flicker Test Video

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Modifié par Michael DarkAngel, 23 octobre 2010 - 08:22 .


#19
ElgarL

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OK, thast pretty cool. Be sure to make different houses flicker in a different pattern. Wouldn't look too good having a whole town flickering in sync.

#20
Pstemarie

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Good Lord MDA, that video is awesome!

Maybe when you get a chance you could do a tutorial on that animation over at RPG Modding. I'd love to emulate it with my reskin of the Bioware city exterior tileset.

Modifié par Pstemarie, 23 octobre 2010 - 12:20 .


#21
Michael DarkAngel

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ElgarL wrote...
OK, thast pretty cool. Be sure to make different houses flicker in a different pattern. Wouldn't look too good having a whole town flickering in sync.


Not to mention, wouldn't want all windows of the same house flickering in sync.

Pstemarie wrote...
Good Lord MDA, that video is awesome!

Maybe
when you get a chance you could do a tutorial on that animation over at
RPG Modding. I'd love to emulate it with my reskin of the Bioware city
exterior tileset.


Thanks.  It's really not that difficult.  It just took me a few attempts to set the color keys properly to give it a flicker appearance.  Once I get a few things finished I'll start writing up what I did.

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#22
Michael DarkAngel

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Two trees and one house later (yes the house is complete, with doors and window flicker) I decided to do something easier.

Every rural town needs a well, right?

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Now I'm off to pick another house.

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#23
Michael DarkAngel

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Okay, I know I said I was going house hunting.  I did find two more houses that I'm going to do, but first I thought I would this nice tree group.

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But then I started wondering, "What should I do with this?"  Should I leave it the way it is and make a single tile 'Tree Shrine' feature?  Or, should I split it into two features?  Either way, if I want the stones on a single tile I'll have to adjust their placement as they are slightly larger than one tile.

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Modifié par Michael DarkAngel, 26 octobre 2010 - 05:07 .


#24
Pstemarie

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I would adjust scaling on the tree slightly and then pinch the circle of rocks in so it fits on the tile.

#25
Estelindis

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That tree is seriously gnarly. Love it! Also love the flickering lights in your windows. Great work. :-)