medieval Rural by Zwerkules
#51
Posté 21 juillet 2012 - 03:54
The mountains are 8m high and the raised parts are 13m high.
#52
Posté 21 juillet 2012 - 04:34
#53
Posté 21 juillet 2012 - 04:47
#54
Posté 21 juillet 2012 - 11:23
#55
Posté 21 juillet 2012 - 11:28
Modifié par _six, 21 juillet 2012 - 11:28 .
#56
Posté 22 juillet 2012 - 09:39
#57
Posté 23 juillet 2012 - 05:29
#58
Posté 23 juillet 2012 - 07:47
about the trees: i know trees are one of the most difficult things to model right, and once you have your tileset complete well... there is not much to do if the builder wants to change em aside going through tiles 1by1, and thats not a pleasant thing to do. i was thinking something about emitter controlled trees, so you place the emitter where the tree should be, spawning a chunk model that is your tree, easily patchable. just an idea (not saying i dont like your pines but with emitters is easy to change em!) counterside im not sure if its possible to have emitter chunks set to fadeable....
#59
Posté 23 juillet 2012 - 08:07
Do you know if this works like it sounds or anyone who did that succesfully already? Because thats a very new way of doing vegetation a bit more randomized.
Modifié par NWN_baba yaga, 23 juillet 2012 - 08:08 .
#60
Posté 23 juillet 2012 - 08:44
s e n wrote...
about the trees: i know trees are one of the most difficult things to model right, and once you have your tileset complete well... there is not much to do if the builder wants to change em aside going through tiles 1by1, and thats not a pleasant thing to do. i was thinking something about emitter controlled trees, so you place the emitter where the tree should be, spawning a chunk model that is your tree, easily patchable. just an idea (not saying i dont like your pines but with emitters is easy to change em!) counterside im not sure if its possible to have emitter chunks set to fadeable....
There's only one out of four tiles with trees, so they don't appear often. Very few mouse clicks can get rid of any trees there are and if builders want different trees, they can use placeable trees.
So I don't really see the need to put a lot of work into emitter based trees just to save some builders a few seconds time.
BTW I hate tilefade.
Modifié par Zwerkules, 24 juillet 2012 - 02:22 .
#61
Posté 23 juillet 2012 - 09:45
@Baba: about an year ago I had a bit of fun playing with speedtrees and nwn2 tree models, using the treecad to create trees for nwn its doable, and OTR wrote down a useful script to click substitute leaf nodes with whatever mesh or emitter you want... we tried in game with emitters and it works just fine (trunks were mesh based, but since it works for leaves, it does for any else mesh). I wanted to replicate the way nwn2 handles foliage, with emitters spawning texture facing the cam. this works, but there is an engine based issue that made me abandon this project (the textures spawned by emitters do render through engine fog, making ugly effect. emitter controlled chunks work just fine with the fog, but there is no setting for having them facing the cam.) and as i said, im not sure if there is tilefade option in the emitter settings... but using CHUNK instead of textures, its engine safe and works like a charm
edit: heres a pic i found showin emitter controlled foliage in game (the trees should be cypress and red cedar) just using the bioware rural tileset. they look great! as i said, the issue comes with the fog
http://desmond.image...jpg&res=landing
http://desmond.image...jpg&res=landing
Modifié par s e n, 23 juillet 2012 - 10:03 .
#62
Posté 23 juillet 2012 - 11:51
#63
Posté 24 juillet 2012 - 02:28
If I add these animations, I can use another animloop to turn off those trees that don't affect the walkmesh because they are on not walkable parts of the tile anyway. That is the majority of the trees on the mountain tiles since there are only two trees on the grass parts of the tiles.
#64
Posté 01 août 2012 - 06:39
s e n wrote...
i like it toostill have doubts on the overall effectiveness due to the low raise value, but the engine is what it is.... good work Zw
If you raise the mountain terrain right next to the grass terrain, the mountain rises 13 m instead of 8. That's the same height as the Bioware forest cliffs. After an initial raise of 13 m the standard height for raised terrain (5 m) should be enough to make some high mountains. I haven't finished all the tiles of raised mountain terrain next to grass though.
#65
Posté 02 août 2012 - 08:12
Modifié par NWN_baba yaga, 02 août 2012 - 08:14 .
#66
Posté 02 août 2012 - 10:01
#67
Posté 07 août 2012 - 08:14
So I changed the ledge from rock to grass and made it walkable. More tiles like this will follow.
The ledges are not connected to the other walkable parts of the tiles, so you'll have to make some object or a trigger which the player can use to climb up to the ledge or jump onto a ledge.
Modifié par Zwerkules, 07 août 2012 - 08:17 .
#68
Posté 07 août 2012 - 08:29
#69
Posté 07 août 2012 - 08:59
It will take some time before I have finished all the tiles necessary. Because I made raising mountain terrain possible right next to the other terrains and not just on tiles with mountain terrain in all four corners, there are a lot of tiles needed. I've finished most of them, but so far I haven't made any tiles which have raised grass, half height grass terrain, mountain terrain and raised mountain terrain on one tile. There are so many possible combinations if you have tiles where three or even four corners all have different heights.
#70
Posté 07 août 2012 - 09:24
#71
Posté 07 août 2012 - 09:35
Modifié par NWN_baba yaga, 07 août 2012 - 09:37 .
#72
Posté 08 août 2012 - 06:39
#73
Posté 08 août 2012 - 03:02
Actually I would have liked to use bigger animated textures, but if they are bigger than 256x256 they crash the game for me.NWN_baba yaga wrote...
And damn that animated texture lag i always have. Your beatifull water lags my toolset, I´m realy cursed to only use lowres animated ones...
Jax wrote...
I know it is too much to ask for, but, it would be great if you could
either use higher-res textures, or at least release those in an optional
hak, so gamers like Baba don't have to suffer because of it! ()
The splotch texture I use for the flowers used to be 1024x1024 as did the rock texture. Why I decided to use 512x512 textures instead? Because even just a couple of those high-res textures increase the hak size so much that it becomes bigger than the 25mb the vault allows.
So high res textures are out of the question unless they are in an aditional texture hak for those who would like high-res textures.
#74
Posté 08 août 2012 - 05:08
#75
Posté 08 août 2012 - 08:00
It will take me a while to finish all those.
Modifié par Zwerkules, 08 août 2012 - 08:02 .





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