Aller au contenu

Photo

medieval Rural by Zwerkules


  • Veuillez vous connecter pour répondre
215 réponses à ce sujet

#51
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
Yes, raise/lower does work, but I haven't made the edgetiles for it yet.
The mountains are 8m high and the raised parts are 13m high.

#52
Frith5

Frith5
  • Members
  • 380 messages
Let the drooling commence! This looks fantastic so far. :)

#53
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
thats a beatifull ingame scene:)

#54
s e n

s e n
  • Members
  • 408 messages
i like it too :P still have doubts on the overall effectiveness due to the low raise value, but the engine is what it is.... good work Zw

#55
_six

_six
  • Members
  • 919 messages
As long as Zwerk makes sure it's possible to put raised grass next to unraised mountain (to get a smaller height difference) and the tiles required in between, it'll be possible to create nicely graded and mixed slopes over multiple levels. I did something similar looking ages ago using LR's mountain models with a two-terrain implementation that made his 'grassy hill' into the default raise and it worked very well.

Modifié par _six, 21 juillet 2012 - 11:28 .


#56
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
The mountains will work next to raised grass, half-height grass, water, trees and possibly chasms.

#57
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
I've made tiles with the moss patches, boulders and trees now, but not for the raised mountain terrain yet.


Posted Image

#58
s e n

s e n
  • Members
  • 408 messages
looks beautiful! will the moss be activable using aniloops just like Baba did with flowers, or they will be separate tiles?

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
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
@sen
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
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

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. :P

BTW I hate tilefade. ;)

Modifié par Zwerkules, 24 juillet 2012 - 02:22 .


#61
s e n

s e n
  • Members
  • 408 messages
Yes that was just a random idea, better I write down in forums before I forget (darn volatile brain its mine)

@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 :( and i suppose theres is no way to have it render through transparencies)

http://desmond.image...jpg&res=landing

http://desmond.image...jpg&res=landing

Modifié par s e n, 23 juillet 2012 - 10:03 .


#62
henesua

henesua
  • Members
  • 3 858 messages
Beautiful work, Zwerkules.

#63
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
Sen, I might still add animations to turn off the moss patches, but I'm not sure if it will affect performance if every mountain tile has an animation.
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
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

s e n wrote...

i like it too :P still 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.

Posted Image

#65
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
Realy love the mountain zwerkules especially with the lighting. Love the highlights and shadows. The shape is just beatifull and looks majestic:)

Modifié par NWN_baba yaga, 02 août 2012 - 08:14 .


#66
henesua

henesua
  • Members
  • 3 858 messages
That is really beautiful, Zwerk. I think I get what you are talking about with the different raise heights depending on context, but thats something I'd have to see in the toolset to fully grasp.

#67
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
Today I was working on a tile which was already formed in a way that it had a ledge. It had 'make me walkable' written all over it.:D
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.

Posted Image

Modifié par Zwerkules, 07 août 2012 - 08:17 .


#68
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
That rock massive is definately the best looking one for nwn by now. Nothing against all the other tilesets but this is a wonderfull shape you´ve created there. I think it has the right 100% look for a mountain in the distance too. And I realy need to testbuild with it much more;)

#69
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
Thank you, Baba Yaga.
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
henesua

henesua
  • Members
  • 3 858 messages
Gorgeous work, Zwerkules. That is exactly what I was requesting. Just perfect. I really like that you textured with grass as well so that it is easy to see the walkable area in the toolset.

#71
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
When you combine the mountains with the raised grass terrain and the ridge crosser your areas becoming realy nice. The ridge crosser now shows it´s full potential imo:) 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...

Modifié par NWN_baba yaga, 07 août 2012 - 09:37 .


#72
Master Jax

Master Jax
  • Members
  • 352 messages
On that note, I recently realized how improved the graphic quality can be while using very high-res textures. One thing i loved about your Castle Rural tileset is how detailed it looks, and much of it comes from the fact you used very high-quality textures. However, the grass one never really convinced me. On "paper" it looks great. It's the most detailed one I have ever seen. However, in-game it looks smeared and un-realistic in spots. I hadn't wrapped my head around the cause till I snatched the texture grass used by Rosencrantz on his Rocky Mountains. Is it more detailed? No. Is it more diverse? No. What it is, is the highest res texture I have found for such. 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! (^_^)

#73
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

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...

Actually I would have liked to use bigger animated textures, but if they are bigger than 256x256 they crash the game for me.

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
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
I have no problem with static textures that are of 1024*1024 just animated ones. Even 2 different 128*128 are a problem for me. But enough of being OT here;)

#75
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
I just wrote down all the combinations of mountain and grass terrains I still have to make and those are nearly 90 tiles without a single variation for any of them.:o Water, trees and chasm terrain not included.

It will take me a while to finish all those.

Modifié par Zwerkules, 08 août 2012 - 08:02 .