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medieval Rural by Zwerkules


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215 réponses à ce sujet

#76
Master Jax

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Well, yes, that's exactly what i meant, Zwerkules! If such high-res textures were in an optional add-on, it would be great! ^__^ Hell, I wish every developer would do such!

#77
Zwerkules

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I uploaded an update to the vault and a demo module that shows a few of the new tiles I added.

Posted Image

#78
NWN_baba yaga

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Right on time zwerkules... monday awaits;) Seriously looking fantastic again. This is how i imagine a small dragon, hillgiant or ogre cave entrance

#79
ShadowM

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Just downloaded it and tested it out. Really great job :)

#80
NWN_baba yaga

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Gives me an error "index out of bounds" in area:

-more hills
-mountains

#81
Zwerkules

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Those two are the areas with new tiles. The 'index out of bounds' should only happen if you have an older hak that doesn't have all the tiles the area needs.
The 16.1MB hak from 8-12-2012 does have all those tiles.

#82
NWN_baba yaga

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yeah sorry, i downloaded your newer version but used the "medievalrural" file instead...

#83
Zwerkules

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I took a break from working on this tileset because I got bored of making all the possible combinations of grass, half height grass, raised grass, mountains and raised mountains. There are hundreds of possible combinations.
I stopped working on the tileset for a while and made roofs for Bioware's interior tileset instead. When I couldn't think of what kind of roof to use for the temples, I returned to the rural tileset.
I had 52 tiles left to make, but while I was working on them, I could think of twenty more tiles I still needed.
Instead of having fewer tiles left, I ended up with more to make each time I finished a bunch of tiles.
I almost stopped working on the rural tileset again. Now I'm down to eight tiles which I still have to make and I really can't think of any more that are still missing.
Before chirstmas I might be able to finish those eight tiles and start work on the waterfalls or more caves.

This is what you can build with a combination of grass at three different heights and mountains at two:

Posted Image

#84
Draygoth28

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This is simply amazing

#85
Bard Simpson

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Wow!! You are still doing absolutely wonderful things, Zwerkules. This is gorgeous, and....wow! :o

It would be great if you can keep to your proposed schedule -- we're really looking forward to using this beautiful tileset. Regardless of timing, I want to thank you right now for all your hard work. Long may your beard grow, good master!

(Oh, and I wanted to tell you how nice the snowfall looks on your homepage. 'Tis the season!)

#86
NWN_baba yaga

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you realy only have this one Player Character zwerkules right?! Just love how the black dressed lady always is present in your beatifull tilesets;) Great work once again :)

#87
Fester Pot

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NWN_baba yaga wrote...

you realy only have this one Player Character zwerkules right?! Just love how the black dressed lady always is present in your beatifull tilesets;) Great work once again :)


Yeah ... she gets around! :whistle:

FP!

#88
Zwerkules

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NWN_baba yaga wrote...

you realy only have this one Player Character zwerkules right?! Just love how the black dressed lady always is present in your beatifull tilesets;) Great work once again :)


She's not even one of my characters, just one of the level 1 premade ones. I use her because of the black dress because almost all other premade characters have clothes with those eye-cancer causing colours like pink and yellow. :sick:

I rarely have time to play the game. My only savegame is one of Fester Pot's modules which I still haven't finished playing.

Modifié par Zwerkules, 04 décembre 2012 - 03:21 .


#89
Invisig0th

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I took a close look at the terrains and features of this tileset today, hoping it would be a good fit for the 'Caverns of Chaos' in my upcoming module. It is no surprise -- this tileset is excellent! I really love the attention to detail. The crumbling rocks on the chasm bridges is just one example of this excellence.

However, I was not able to use the Wall crosser terrain -- is there a trick to using it, or is this a crosser that was not implemented? Also, isn't there a tool around somewhere which auto-generates minimaps? If so, that might not be too much extra work.

Thank you very much for working so hard on this, and thanks for sharing it with the NWN community.

You mentioned adding more caves -- I would personally love to see those added (mountain cave opening in hills, or corner mountain cave in hills, for example). I know you already have a lot of options for transitions, but I would definitely use more if you add them!

Thanks so much! Hang in there -- I know that adding all the variations of terrain combinations is a lot of work, but for this tileset it will be well worth it! It has a unique look (especially vertically) that just isn't like anything else available.

Modifié par Invisig0th, 04 décembre 2012 - 11:26 .


#90
Zwerkules

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Invisig0th wrote...
However, I was not able to use the Wall crosser terrain -- is there a trick to using it, or is this a crosser that was not implemented? Also, isn't there a tool around somewhere which auto-generates minimaps? If so, that might not be too much extra work.


I only added a wall crosser to the set and the palette, but I haven't made any tiles yet. I'm not sure if it will be a small wall or a bigger walkable wall.

Generating mini maps is only possible with 3dmax. Since I don't have a firstborn which I could sell ;)I only have gmax and would have to make screenshots from areas in the toolset and then cut them apart to get the mini maps or even worse paint each one by hand. That's about 850 mini map icons by now and I really don't have the time to make them.

Invisig0th wrote...
I really love the attention to detail. The crumbling rocks on the chasm bridges is just one example of this excellence.


That's nothing I made. Those chasm bridges and cliff tiles are the tiles taken from the TNO tileset which I mentioned in the credits.

Modifié par Zwerkules, 06 décembre 2012 - 05:11 .


#91
Rolo Kipp

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<interested in helping...>

I have Max 2010 (preferred) and 2013. You tutor me & Cestus a little in how to do it and we'll be glad to generate your minimaps =)

Of course, that means we need to *cough* have access to those yummy scene files...

<...for his own very selfish reasons>

#92
Asymmetric

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Hmm, perhaps minimap generation is something I can add to neverblender. I can't promise anything but I'll have a look.

EDIT: Seems to work. Once it's finished I'll also write a batch file, so It's possible to mass process mdl files and let blender generate the minimaps.

Modifié par Asymmetric, 05 décembre 2012 - 08:52 .


#93
Zwerkules

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Asymmetric wrote...

Hmm, perhaps minimap generation is something I can add to neverblender. I can't promise anything but I'll have a look.

EDIT: Seems to work. Once it's finished I'll also write a batch file, so It's possible to mass process mdl files and let blender generate the minimaps.


That would be incredibly useful. Thank you very much!

#94
Asymmetric

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I added the  minimap generation feature to neverblender and a small batch script:
social.bioware.com/forum/1/topic/188/index/13936586#15235482

It still requires some testing though and you'll need the textures in tga format, as blender doesn't support biowares somewhat weird dds format.

#95
s e n

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How it handles transparencies, if i may ask?

#96
Asymmetric

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Hmm, just tested it. It renders transparencies correctly. Trees and shrubs for example, should look like they are supposed to in the tga (= parts of the ground will be visible)

However the exported tga has no alpha channel (only RGB), so if the there is no ground plane at all, the transparent area will be grey. I don't know if this is a problem for minimaps.

#97
s e n

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Thats excellent to hear, since with current tools in max it is not possible to export minimap transparencies!

Another thing: thats an old issue with raised tiles and minimap lighting: basically nwmax minimap creator exports the maps with a lightsource coming from a corner, so it adds shadows to the texures, and with raised tiles this brings an issue since the tiles rotate in the area and so the shadows do not match the same light source, giving the overall map of the area a very ugly effect. If it is possible to create minimaps WITHOUT light sources, so without shadows.... it would be amazing, really!

#98
cervantes35

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Zwerkules I will lend assistance to you if you need mini-maps just make sure I have every texture used in the set and consider it done old friend.

Sen I believe Velmar's tileset creator has an option to render transparencies for mini-maps but can only be used with 3DS Max.

Ooops forgot the textures must also be in TGA format Zwerk

Modifié par cervantes35, 11 décembre 2012 - 03:12 .


#99
Zwerkules

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Thank you Rolo and Cervantes for offering help with the mini maps.
If I can't get Asymmetric's map generator to work, I'll take you up on that.
At the moment blender ends with an error message which looks like a file can not be opened.

Edit: It does work now. Thanks Asymmetric! I've been waiting for something like this for a long time.:)

Modifié par Zwerkules, 11 décembre 2012 - 09:01 .


#100
henesua

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Zwerkules, this tileset is coming along nicely. I like that grass hides seams at the top of slopes. The grass itself is gorgeous. And I like that this tileset expresses a different kind of geology. The chalky soil is a very nice touch.
And now that I am using the tileset more and more I have developed some requests.

Tiles:
one or two "camp" features for the grass tiles. Ideally these would have a camp that can be turned on with an animation, but the default condition would merely be the bare spots (no grass) and slight depressions which indicate where a party has camped. Often I create temporary encampments for NPCs which roam through the module. When they are at a location the creatures and placeables spawn into place. It bugs me however to see grass growing through crates, bedrolls and firepits. The firepit that I am using most often is the larger one in Project Q.

Likewise (although less critical since the sand lacks grass) would be one or two similar features for the sand tiles.

[This next one is a more ambitious project which I hesitated to ask since I know how busy you are.]
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great. This would be low walkable water that could transition between unwalkable water and grass, or just sit in the middle of either of these tile types. It would also allow a stream crosser. To  set this one apart visually from the water it would have vegetation in it: tules, cattails, reeds, lilypads, the occassional thicket/shrub. And a muddy rather than rocky bottom. This would allow us to make bogs, eutrophying ponds/lakes, and the typical marsh. As far as trees and boulders in it go, I'd leave that to the builder and placeables. I'm guessing that at a minimum this would result in thirty tiles (likely more), and so I will certainly understand should you not want to take this on. So don't hesitate to say no if you are uninterested. But I wanted to put it out there just in case. This is a feature that I would make good use of, and given the rarity of good marsh tilesets (I can't think of any that transition between water and grass which they all should) I think all other builders using this tileset would also appreciate it.

Placeables:
I was wondering if you planned to release placeables with this package like you did with the Medieval City. The first thing I wanted when I saw them were the boats. The trees and boulders would also be nice, but the main thing are the moveable, man made features like boats. I'd like to be able to spawn them in place when NPCs are present, and remove them when they are gone. There are other placeable boats I can use, but I like the texturing you did on those you have available. The elvish boat appears unique as well. I assume you made it, as I have not seen it before.

Modifié par henesua, 13 décembre 2012 - 12:33 .