Aller au contenu

Photo

Medieval City


  • Veuillez vous connecter pour répondre
542 réponses à ce sujet

#201
3RavensMore

3RavensMore
  • Members
  • 703 messages
I hadn’t looked in on this for a while. As a stared on awe while moving around the demo, I found myself thinking, “This is NWN?” I just looked back at Neverwinter in the OC. The contrast between the two is stunning. The detail in this set is exquisite, and it now runs smoothly, day or night, on my rather modest machine. Beautiful realistic work, Zwerkules. IMO, it’s the most visually appealing city set out there—even as a work in progress it demonstrates what is possible with NWN for someone who has the talents to make it so.

#202
Karvon

Karvon
  • Members
  • 243 messages
looking lovelier and lovelier.

#203
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
In the next update there'll be cliffs. There are more than 100 tiles needed to make them work next to cobble, raised cobble and the wall crosser and raised walls, so I haven't even half finished that terrain, but it already works next to grass:

Posted Image

#204
s e n

s e n
  • Members
  • 408 messages
nice! i suggest you to add water and or river to the bottom of the cliffs with cool waterfalls!!

#205
Tarot Redhand

Tarot Redhand
  • Members
  • 2 686 messages
Just a little request. Could you please put the test module into an archive as it is a total pain to have to switch off media player and then right click etc. because I've forgotten that some pain in the donkey's rectum decided to call some form of video ".mod".

TR

#206
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
So a mod is a "movie of doom"? :P

#207
T0r0

T0r0
  • Members
  • 309 messages
Simply Amazing !! (Doh, nothing simple about it.)

#208
Tiberius_Morguhn

Tiberius_Morguhn
  • Members
  • 247 messages
Amazing tileset Zwerkules. :wizard:  This tileset would be ideal for a Baldur's Gate city mod.

I do have one critique that may be just me though - the particular wall texture used for the stables (stonewall05 texture I think if memory serves) is a bit too photo realistic and is jarring when compared to your other textures. Again - its a subjective critique, but it just seems more harsh/sharp than the other textures used throughout the set.

Modifié par Tiberius_Morguhn, 18 janvier 2012 - 09:43 .


#209
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
Thank you, Tiberius!
You're right about the textures. There are two similar textures, one with moss (stone052) and one without it (stone05). They looked too much like photos, but I don't think it was because they were too sharp.
I think if you use a blur filter on a texture it doesn't make it look less like a photo, it just makes it look like a blurred photo (or even worse like an NWN2 texture).

So instead of using a blur filter, I used 'sharpen' on the texture and a noise filter. I have never used the noise filter before because I thought it looked bad, but that's just because I never used the 'monochrome' option. With monochrome checked it is quite a good filter to make photos look less like a photo if you don't set it to much more than 5%.

The changed textures will be in the next update.

#210
henesua

henesua
  • Members
  • 3 871 messages
Zwerk, there is another blur option which can break the photographic realism of a photograph. Smart blur. It doesn't soften the edges, but enables like colors to run together in more simple patterns. How much you push it in combination with other filters can lead to painterly affects and help you distance yourself quickly from the original photograph.

In order to use this to best effect when working from photographic references, I separate black/white value of the texture from its colors. And put these on different layers overlaying one another. That way blur never has any influence on the darks/light value balance of the texture. The grout lines of a brick wall for example would remain sharp, but the more subtle aspects of the color of the bricks and the color of the grout could be reworked broken down, repainted, recolored, etc....

This may be nothing new to you, but since you mentioned a problem with blur ruining your texture I thought I'd bring it up. Separating a greyscale layer from your color information eliminates this problem entirely.

#211
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
This is something new to me because I only have Photoshop Elements and don't have a lot of those fancy Photoshop filters and nice functions for blending textures.

#212
henesua

henesua
  • Members
  • 3 871 messages
 You should have the ability to blend layers.http://tv.adobe.com/...ayers-together/So if you put a greyscale copy of your texture on one layer, and a color version on another layer. You can separate color from value and then start to work on manipulating the color layer. It is a bummer not to have smart blur, but I still think its a good strategy.
I am able to do the same in Pixelmator which shouldn't have that much more functionality than Photoshop Elements.

#213
Tiberius_Morguhn

Tiberius_Morguhn
  • Members
  • 247 messages
Pffft. Photoshop. Hmmpf. I use the GIMP for all my texture work. Works exceptionally well, and has 100% discount over Photoshop. All the filters, gizmos and gadgets you could want. Even has DDS and PLT plugins available.

http://www.gimp.org/windows/

#214
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
Posted Image

I uploaded a new version to the vault today. My guess that I'd need about 100 tiles to make the wall crossers work between chasms and cobble and raised cobble was so wrong. :P
I've made nearly 200 new tiles for the chasm terrain and wall crossers between it and cobble terrain. Raised cobble terrain doesn't work next to chasms yet. It would take less than 50 tiles to make it work, but having a wall crosser between raised cobble terrain and chasms would need over a hundred tiles more and the cliff would be over 20 metres high.
I don't think I will make those tiles. -_-
There will however be wall crossers between cobble and raised cobble terrain, so you could raise the cobble terrain on the tiles next to chasm tiles with wall crossers.

Modifié par Zwerkules, 22 janvier 2012 - 10:32 .


#215
YeOlde

YeOlde
  • Members
  • 37 messages
Hurray! *Downloading*

Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.

Modifié par YeOlde, 23 janvier 2012 - 10:56 .


#216
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

YeOlde wrote...

Hurray! *Downloading*

Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.


I guess you try to pass under one of the rock 'bridges'. This is not a bug, but an engine limitation.
It is only possible to have the walkable part of a tile at one height.  Since the rock bridges are walkable, you can't walk below them. :crying:
I didn't put any visible obstacles like rocks there because I intentionally left that to the builders who can put some placeable there if they like.
You can see where you can walk and where not if you look at the 3d grass. If there's 3d grass on the ground, you can walk there, if there's none, you can't.
I'll make a few tiles with 'door' transitions on each side of the rock bridges, so a builder can make a transition from one side of the rock bridge to the other and make unacessable parts of the map accessable to the PC.

Modifié par Zwerkules, 23 janvier 2012 - 02:40 .


#217
Mecheon

Mecheon
  • Members
  • 440 messages
I have to ask the question, any chance of making the reverse of that? One where you can't walk over the bit above and instead underneath?

That way you could simulate walking over and under by having two different areas that look identical, just using the different versions. Just as long as there's no way down or up in the one area

#218
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
That's easily done, Mecheon. I'll include a few of those tiles in the next update.

#219
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
I finally started work on the alleys. Since those tiles have about twice as many buildings on them as regular building terrain, they have about 3000 polies each. Older computers may be unable to handle that, but I don't want to use simple blocks with roofs instead of more detailed buildings.:whistle:
I think I'll upload an update once I finished alleys without height differences and another update after I finished the alleys with height differences.
The ground in the alleys will not be paved. There'll be mud and puddles there instead.

Mecheon, those rock bridge tiles will also be in the next update.

Modifié par Zwerkules, 13 mars 2012 - 09:45 .


#220
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

Vibrant Penumbra wrote...
Oh, please please please gimme some really good, I mean bad dark, ambushy alleys :happy:


I hope you're happy now. ;)

#221
Vibrant Penumbra

Vibrant Penumbra
  • Members
  • 162 messages

Zwerkules wrote...
I hope you're happy now. ;)

You're such a sweety! ^_^

But... <_<

1) Your test mod is from Jan... no alley. :?
2) Your 3/12 update has no alleys in the palette, nor can I create them by jamming buildings together (unless there's a trick.) :huh:
3) Trying to create new area...:pinched:

So. Happy? Well, happy with you... :P

Modifié par Vibrant Penumbra, 14 mars 2012 - 05:49 .


#222
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
I said I am working on the alleys. I never said they were finished :P.

I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.

Are you perhaps using other tileset haks as well?

#223
Vibrant Penumbra

Vibrant Penumbra
  • Members
  • 162 messages

Zwerkules wrote...
I said I am working on the alleys. I never said they were finished :P.

*very small voice* oh.:mellow:

I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.

I can create the area, but that violation worries me. Maybe something to do with an NVIDIA GeForce 305M graphic card on a laptop?:huh:

Bridges do work great, though. And I love what you and TM are doing with the lilly pads :)

Posted Image

Are you perhaps using other tileset haks as well?

Not yet. Just was really eager to play in your alleys! :D

Modifié par Vibrant Penumbra, 14 mars 2012 - 04:18 .


#224
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
The lilly pads and the bridges are from the TNO tileset. Apart from changing the textures I only made small changes to them, mainly to get rid of a couple of texture smears those tiles had.

When the first version of alleys is finished you'll still not see an alley crosser on the palette. I'll use the road crosser as an universal crosser. It's a road when used on grass tiles, a paved road on cobble tiles (unfinished), wooden docks on water tiles (also unfinished) and alley on building tiles.

At a later point I'll add alleys that will be the same as the other alleys except that they'll have no night/day animations and the houses will have cracks in the walls and holes in the roofs. I'll add an alley crosser to the palette for those 'dark' alleys.

#225
henesua

henesua
  • Members
  • 3 871 messages
That sounds like a very good plan, Zwerk.