My First Tileset
#101
Posté 25 décembre 2010 - 04:56
I would recommend adjusting the position of the string name to be aboe the resref resref line though, as I think it may make a difference... I seem to remember having issues with that in the past, but I always, ALWAYS copy an existing element (and all of it's sub-stettings) and just apply that to the end of the element list. This saves issues with placement...
Then again, I am using a different tool and it allows me to copy/paste between files, or within a specific file. \\
The unit32 STRREF points to a line number in the .tlk table file. The .tlk file, found in your nwn\\tlk sub-folder is also a 2da file, that you can open and view. Typically, I can have that open and the specific itp file at the same time in the tool I linked you to, which is why I use it. Anyway, using the tlk table is NOT required, and is only useful if you can find specific entries that match what you want in text. Since you are using the NAME option, you don't have to worry about trying to find a matching entry in the .tlk table file.
#102
Posté 25 décembre 2010 - 05:10
Bannor Bloodfist wrote...
Yep, that sounds pretty close.
I would recommend adjusting the position of the string name to be aboe the resref resref line though, as I think it may make a difference...
Probably the issue I'm running into now. I've got the depot under the group folder in the editor, but when I go to place it, it just gives me an empty red square, instead of the 2x2 grid showing my tiles.
Let me change it, and see what it does. Be right back.
edit: Nope. Still a red square. I'll check the set file and see if anything's weird there.
edit 2: And yet still no go. I noticed in the .set file that Bioware set it so that the groups go top left, top right, bottom left, bottom right. I tried doing the same by setting _d03 as the tile in the .itp file, then went in and rearraged them under [groups]. Red tile.
I'm now officially stumped as to what to do next.
Modifié par Renzatic, 25 décembre 2010 - 05:37 .
#103
Posté 25 décembre 2010 - 05:54
If fixing that does not correct the issue, then you might have to take your group entry, and simply reverse the order of all the tiles. 1 becomes 4, 2 becomes 3, 3 becomes 2, and 4 becomes 1.
Usually, it is one of those two types of errors.
Edit: Ohhh, one other thing, earlier on, you were mentioning adding cliff tiles to this group? Or defining the surrounding tiles to be cliffs? If you did that, change it so that they are all forest instead.
IE top left = forest, top right = forest, bottom left = forest, bottom righ = forest for ALL 4 Tiles in this gorup.
Modifié par Bannor Bloodfist, 25 décembre 2010 - 05:57 .
#104
Posté 25 décembre 2010 - 06:11
If anyone's willing, I could upload everything I have in override and let someone more knowledgeable check it out. Cuz whatever it is I'm missing, it's gotta be something subtle. I've gone over my set and itp files with a fine toothed comb.
edit: cliffs aren't in there yet. Right now, I'm just focusing on the 4 depot tiles.
Modifié par Renzatic, 25 décembre 2010 - 06:12 .
#105
Posté 25 décembre 2010 - 06:46
You could email it to me "bannor9 at g m a i l . c o m" No spaces of course, and the correct @ symbol where appropriate.
Modifié par Bannor Bloodfist, 25 décembre 2010 - 06:48 .
#106
Posté 25 décembre 2010 - 07:25
Thanks for the help, man. And extended thanks to everyone else who've already given me a great deal of help beforehand.
edit: Here you go. In editor shot.
It has some issues. I've got some Z fighting on the window, and the shadows are weird. Beyond that, it's ingame. I hope I'm now on the gentler slopes of the learning curve here.
And I wonder if you're all as sick of looking at this thing as I am. I'm ready to move on and more stuff.
My next group set, once I'm done with a goodly amount of tweaking and terrain tiles, is gonna be a bit higher poly, now that I know what I can get away with.
Modifié par Renzatic, 25 décembre 2010 - 08:01 .
#107
Posté 25 décembre 2010 - 08:37
#108
Posté 25 décembre 2010 - 09:10
And click on the link up above for the ingame shot. I figured it's more true to form than the an editor shot.
Modifié par Renzatic, 25 décembre 2010 - 09:12 .
#109
Posté 26 décembre 2010 - 10:37
Obviously just my opinion of course, but I think giving it a little color, even very desaturated, washed-out color, would be good, and then rely on the in-game lighting effects to achieve some of the wintry dead-ness. The model and the overall texturing is fantastic, but right now it looks less like a dreary winter day and more like something out of a black-and-white movie. Which is awesome, come to think of it, but maybe not thematically/artistically compatible with anything else on the vault.
(Sidenote: An entire detective-noir module, with everything textured in greyscale only. Great idea, or best idea?)
Modifié par Eradrain, 26 décembre 2010 - 10:39 .
#110
Posté 26 décembre 2010 - 12:26
Though I think you should make sure you have Ambient and Diffuse settings set to white on your model objects in Max, and also have Override Matte Values checked on them all. I may be imagining it, but your models look too dark in the screenshots even considering the overall lighting in the scene.
Modifié par _six, 26 décembre 2010 - 12:28 .
#111
Posté 26 décembre 2010 - 09:47
Eradrain wrote...
Yeah, I think the coloring is a bit too little in-game as well.
Obviously just my opinion of course, but I think giving it a little color, even very desaturated, washed-out color, would be good, and then rely on the in-game lighting effects to achieve some of the wintry dead-ness. The model and the overall texturing is fantastic, but right now it looks less like a dreary winter day and more like something out of a black-and-white movie. Which is awesome, come to think of it, but maybe not thematically/artistically compatible with anything else on the vault.
I was thinking about saying it was a black and white mod, and you'd all have to deal with it...but I'm trying to make a good first impression here.
(Sidenote: An entire detective-noir module, with everything textured in greyscale only. Great idea, or best idea?)
It's a damn good idea, actually. The only problem is it'd clash with the NWN UI. Might be jarring have a B&W NPC suddenly surrounded by a harsh red halo as soon as you move the cursor over them.
Still, it'd be a fun thing to experiment with.
_six wrote...
Well I've been told quite frequently that my winter textures are pretty good compared to most, and my main trick is to make everything that isn't snow very dark in comparison - it helps to bring out the brightness of the snow/ice better. It's generally a bad idea to use very bright values on a texture, even a snow one, as it makes them look very flat, so it's nice to be able to create the illusion instead.
Well, the snow isn't the major focus of the tileset, it's just there for flavor. The yellowing grass is what you're gonna see most of, so it has to be kind of in balance with the snow. As long as one doesn't overpower the other, I think it'll work out pretty decent. I gotta get my grass models ingame first before I can say if that'll work or not, though.
I do have to do a snow set with the same tiles for my story idea. And when I do, I'll follow your advice.
Though I think you should make sure you have Ambient and Diffuse settings set to white on your model objects in Max, and also have Override Matte Values checked on them all. I may be imagining it, but your models look too dark in the screenshots even considering the overall lighting in the scene.
...and that was the problem. I've already redone the textures, but even the brighter, more contrasty textures came out only slightly lighter than the original run. After overriding the ambient in the trimesh with a slight, low level grey, everything came out perfect. Just a little bit of light made a huge amount of difference.
Here
As far as the textures go, I added a little bit more red and yellow into the mix, and made the various pieces in the scene stand out from each other a little more. The only thing I didn't touch was the roof, but...you know...there isn't much you can do with white snow on grey slate without it looking weird.
And I couldn't take a shot ingame because, after redoing my UVs and importing the new stuff into Max (each ground tile has it's own unique 1024x texture again), I ran into the same error exporting the walkmesh as I did before. Since I was impatient on wanting to see it ingame, I did a geometry only export just to check it out in the editor.
Now I gotta figure out why the shadows are messing up on the porch. I thought it might be my supports along the roof, so I gave them their own trimesh modifiers and turned the shadows off. Turns out they weren't the problem. : \\
#112
Posté 26 décembre 2010 - 11:13
Also, any notion what your next group/terrain is gonna be?
Renzatic wrote...
It's a damn good idea, actually. The only problem is it'd clash with
the NWN UI. Might be jarring have a B&W NPC suddenly surrounded by a
harsh red halo as soon as you move the cursor over them.
The UI is moddable, actually. Though admittedly, I'm pretty sure the green-friendly/blue-self/red-hostile mouseover auras are hardcoded into the game, but then again, now that NWN is no longer being patched, we've got some very talented coders working on the base code of the engine itself, so that shouldn't be an impediment if someone wanted it enough.
Modifié par Eradrain, 26 décembre 2010 - 11:28 .
#113
Posté 27 décembre 2010 - 02:06
Eradrain wrote...
I think that's looking a lot more solid, actually. The ground texture and the door make it pop. What happened to the trees, though?
Also, any notion what your next group/terrain is gonna be?
Getting the trees and grass ingame is the next big project, now that I've got the depot looking halfway decent. Once I get them in, and looking about as good as they do in Max, I'll start the landscape tiles. Probably 4 or 5 different roads, the tiles needed for one elevation change, and the cliffs. The real basic stuff, in other words.
I've also managed to browbeat a buddy of mine into helping me out. He's really good with foliage, so I'll probably have him working on that if he's up to it.
I'll say that once we get that done, along with a few extra tidbits, I'll do a little mini release to sucker you all into being my unwilling alpha testers.
The UI is moddable, actually. Though admittedly, I'm pretty sure the green-friendly/blue-self/red-hostile mouseover auras are hardcoded into the game, but then again, now that NWN is no longer being patched, we've got some very talented coders working on the base code of the engine itself, so that shouldn't be an impediment if someone wanted it enough.
Really now? If there's one thing I would change about NWN, it'd be that interface. It's always looked sorta slapped on to me.
#114
Posté 27 décembre 2010 - 03:16
The UI is basically made up of invisible "model" nodes with textures slapped onto them, those textures are the buttons and stuff you press. A reskin is as simple as overriding the existing textures with new ones, but you can actually change the basic layout too, and make a completely new UI if that was your thing.
Though, as I said, some things (Like the mouse-over colored auras) are hardcoded as far as I know. You'd need someone to dig into the game code to make any changes to that.
#115
Posté 28 décembre 2010 - 03:18
Eradrain wrote...
Yeah, I'm actually surprised more people haven't tried modding the UI, considering how easy it is. You just need some talent with photoshop, really.
It's probably just one of those things most people assumed was "good enough". NWN's UI isn't exactly pretty, but it does the job well enough.
Though, as I said, some things (Like the mouse-over colored auras) are hardcoded as far as I know. You'd need someone to dig into the game code to make any changes to that.
And that won't be me. The closest I've come to anything resembling hardcore coding came from making a webpage out of tables. And that was in 2000. Needless to say, it ain't my area of expertise. Though for anyone who would want to tackle it, they'd have my full moral support.
Still, it'd be interesting doing a greyscale texture set, regardless of any issues with the UI. I think I might give it a go with the current set once I got a bit more done.
And I've come back with another little problem. I redid my grass so it looks a little neater, got it all arranged, gave each clumb it's own trimesh modifier, modified some settings inside said modifiers, and linked them all to the approprioate aurorabase helper, and exported. It all seemed pretty straightfoward, but...dramatic pause...they're not showing up in either NWNE or the editor. From what I can tell, the data should be there. The mdl file size is larger, and it exported my foliage textures when I told it to copy TGA's. But they're not showing up.
I've tried doing a generic trimesh for all the clumps, done each one indivdually, and made sure they're all attached to the proper helper. As you can see from this shot, everything looks as it should, but something's wrong. This shouldn't be any different than exporting any regular geometry...though I did do a merge to get the grass into the scene. Would that make a difference?
edit: I'm gonna things the old fashioned, I know it works way, and import it as an obj, instead of merging the max file. Lets see if that works.
edit 2: Nope. Same results. Though I can see it loading the texture in NWNE, it's all refusing to show up.
Modifié par Renzatic, 28 décembre 2010 - 03:32 .
#116
Posté 28 décembre 2010 - 04:58
so,
tctl0_a01_01 (mdl base)
--object01
--object02
--tclt0_a01_01ml1
--tctl0_a01_01ml2
--tct0_a01_01a
----grass01
----grass02
#117
Posté 28 décembre 2010 - 05:13
edit: and really dumb question, where do I find the animnode helper at? It's not with the usual helpers, and not in any of the NWMax settings. I thought it might be a setting with the usual aurorabase, but I didn't see it in the dropdown box there...
Modifié par Renzatic, 28 décembre 2010 - 05:20 .
#118
Posté 28 décembre 2010 - 05:24
It IS a helper that you can choose to create from the nwmax rollout. Under general Utils, just create a new dummy, it will auto-create a box for you wherever you click in the scene, then rename it properly, and center it to the mdl base for each tile. One each. Not just one for the entire group. One for each mdl base, named according to the mdl base name with the appended lowercase a.
Edite: Don't forget to attach those new anim nodes to their respective mdl bases. Then attach your grass objects to that new anim node.
Edit 2: Also, your texture MUST be an alpha texture, a 32bit bit tga (you can of course convert it to nwn style dds after you get it working).
Modifié par Bannor Bloodfist, 28 décembre 2010 - 05:27 .
#119
Posté 28 décembre 2010 - 05:48
I went into NWNMax, general utils, clicked dummy, centered it to 0,0,0 then centered it on my tcsw_d01_01 aurorabase helper. Now it didn't give me an option to name it during creation, it just plopped a box down, so I went into the object properties and named it tcsw_d01_01a in there. Then I linked it to the aurorabase helper, and linked the grass models underneath that.
Settings here
About right?
edit: there might be one problem here. I've moved all my grasses and helpers to seperate layers so I can select them more easily. It hasn't made much of a difference before, but it might be causing me problems here. Let me fix that, and see how it goes.
edit 2: Nope. This is weird, because I've exported my grass with alphas once before. The only difference then was that the grass was a standalone texture, whereas now it's on a UV sheet. That shouldn't be a problem as far as I know.
edit 3: ...and Reset Xform fixed it!
Modifié par Renzatic, 28 décembre 2010 - 08:54 .
#120
Posté 28 décembre 2010 - 12:19
If your grass was linked to the model base, it should have shown up. It doesn't have to be linked
to an animation node though it should be because this helps preventing the cookie cutter effect.
I guess not resetting the Xform was the problem all along.
#121
Posté 28 décembre 2010 - 03:59
#122
Posté 28 décembre 2010 - 08:05
kalbaern wrote...
I just want to thank the OP and all who've responded so far. I've been following this topic and its convinced me to finally give making a small tileset a try. The responses here have cleared up many a thing that assorted tutorials left me scratching my head over and I thank you all again.
This makes me think I should start saving my screenshots somewhere more permenant. I've already had to delete a few to make room for more, and some of those shots will help people out if they come in here want answers to the same questions I've had.
Zwerkules wrote...
You should reset the Xform every time you merged, mirrored or scaled something and also after adjusting the pivot point.
Yup. Know that now.
Most of my stuff has been imported into Max as is. The size was already set, so I didn't have to do any extra transforming. So when I finally got to something I edited a bit more inside of Max, it threw me for a loop. Pretty easy solution, though.
And of course it wouldn't be a proper post by me if I didn't have another question. This one'll be pretty simple to solve, I think.
I've got the grass ingame, and I've managed to get rid of most of the cookie cutter effect by playing around with the parent/child order. Everything looks pretty good, save one thing. The grass is really low poly, and to maintain the illusion of it being full and thick, it can't have any shadowing on it. For example...

The top shot is the grass with all the area lighting turned off. Looks great. The bottom shot is with it turned on. Looks crap. The ambient lighting is shadowing the faces, and showing off it's low poly...ness. It gets worst the darker the ambient gets. Not good, but I figured it'd be easy to fix.
Each tuft of grass has it's own trimesh modifier. I go in, tell it to override the materal, and set the ambient to almost full white. Didn't make a difference. I still have grass with blue shaded faces. I go in and start playing with self illumination. Setting it to full on white worked, but gave me glowing grass. If I were doing a mod based in Chernobyl, that'd be about brilliant. But I ain't...so it sucks. I figured setting the self illum to dark grey might do it, but it didn't make any noticable difference. I can still see the ambient on the grass.
So, is there a way I can flat shade the grass ingame, get it so that it's effected by the diffuse, but not the ambient? If I can't, I'll have to redo the grass as a higher poly object, which means I won't be able to use as much.
Oh, and the weird thing...that little tuft in the bottom right always looks pretty good, whereas the rest don't.
Modifié par Renzatic, 28 décembre 2010 - 08:12 .
#123
Posté 28 décembre 2010 - 08:14
Another solution might be to, rather than using your own meshes for the grass, use the engine's built in grass generating system. This would give you a few advantages - firstly because they will blow in the wind and move away from characters much more realistically, and secondly I am under the impression the engine lights them seperately, with less contrast. Also the engine will automatically spawn grass within a certain radius, creating a simplistic level of detail. To do this you will need to set the walkmesh material ID anywhere you want grass to 3, and add something like this to your .set file...
[GRASS]
Grass=1
GrassTextureName=mygrasstexture
Density=5.0
Height=1.0
AmbientRed=1
AmbientGreen=1
AmbientBlue=1
DiffuseRed=1
DiffuseGreen=1
DiffuseBlue=1
For my Wild Woods tileset I used a mix of the two, with auto-generated grass meshes for most of the set and some extra meshes on the models themselves for reeds near water. In the toolset it's very clear that the reeds are lit harshly, but the lower level engine-created grass around them helps to hide it quite well ingame.
In fact, what I'd probably suggest you do is keep your large grass meshes as they are, but use the engine's grass system for a second set of less high grass to smooth over the transition.
Modifié par _six, 28 décembre 2010 - 08:19 .
#124
Posté 28 décembre 2010 - 08:27
So yeah, I can do exactly what you suggest. I can make the tufts higher poly to offset the shading, since I won't have to use nearly as much to achieve the same effect, and let the engine generated grass do most of the general covering.
I'll still play around with the settings and see if I can find a happy medium with the grass as is, though.
Modifié par Renzatic, 28 décembre 2010 - 08:28 .
#125
Posté 28 décembre 2010 - 11:21
grass!
I need to make a new texture, I think. The current one ends too abruptly, and needs to be thinned out so you can make out the individual blades.
And I still haven't given up on getting my big grass in. I can currently do it, but I can't have day/night transitions the way I have to set it up.
Next up: TREES!
edit: ...just to see what would happen
Modifié par Renzatic, 28 décembre 2010 - 11:43 .





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