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medieval Rural by Zwerkules


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#101
Zwerkules

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henesua wrote...

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.


I'll probably have time to make these right after christmas.

henesua wrote...
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great...


That would be a terrain that can be placed next to two others. If it can only be placed next to one of the other terrains in one tile there wouldn't be that many tiles I'd have to make.
If you want it to be possible to have grass, water and marsh terrain on one tile, there are a lot more possible combinations.
I won't be able to make those before January.

And I learned something new now. :) Since I've never seen the word 'tule' before I looked it up. First in a dictionary in which it was not to be found. In the wikipedia I found that it was a plant of the genus Schoenoplectus which I had never heard of either  :whistle: and I thought it looked like some kind of Scirpus to me so I looked that up.
Then I found this: The taxonomy of the genus is complex, and under review by botanists. Recent studies by taxonomists of the Cyperaceae have resulted in the creation of several new genera, including the genera Schoenoplectus and Bolboschoenus.
You got to love how they constantly change botanical names like Fallopia which was changed thrice in about ten years. I wonder if it still is Fallopia or Polygonum again. :D

henesua wrote...
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.


I'll not make a separate placeable pack because the textures match those of the Medieval City anyway. I will include those in the placeable hak for the Medieval City. I was going to add the trees and boulders anyway, as well as the thicket and some flowers. I can add the boats, too.
And the elven boat is from the Bioware city tileset. I didn't make it. I planned to make swan shaped boats for the elves.

Modifié par Zwerkules, 03 mai 2013 - 09:15 .


#102
henesua

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Zwerkules wrote...

henesua wrote...
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great...


That would be a terrain that can be placed next to two others. If it can only be placed next to one of the other terrains in one tile there wouldn't be that many tiles I'd have to make.
If you want it to be possible to have grass, water and marsh terrain on one tile, there are a lot more possible combinations.
I won't be able to make those before January.


I think the ability to place it adjacent both grass and water are essential. I appreciate that you are even considering this.

I've been using Tom Banjo's swamp tileset (part of TNO in Project Q) extensively, and while I like it very much, the inability to cross it with a stream or place it next to the lake terrain is very limiting when you consider typical transitions along the edges of a wetland.

Zwerkules wrote...
And I learned something new now. :) Since I've never seen the word 'tule' before I looked it up. First in a dictionary in which it was not to be found. In the wikipedia I found that it was a plant of the genus Schoenoplectus which I had never heard of either  :whistle: and I thought it looked like some kind of Scirpus to me so I looked that up.
Then I found this: The taxonomy of the genus is complex, and under review by botanists. Recent studies by taxonomists of the Cyperaceae have resulted in the creation of several new genera, including the genera Schoenoplectus and Bolboschoenus.
You got to love how they constantly change botanical names like Fallopia which was changed thrice in about ten years. I wonder if it still is Fallopia or Polygonum again. :D


I don't normally encounter someone who knows as much as you about plants. This was a pleasant surprise.

And I agree, plant names are a moving target. I suppose that is why some people simply cling to the common names. I've noticed that common names are useful when communicating with different kinds of professionals that deal with plants. The academic scientists wrinkle their noses at the vulgarity of common names, but at least it allows us to use one name for a species. :police:

#103
NWN_baba yaga

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weed for everyone:D

#104
Rolo Kipp

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<taking aim...>

Dandelions? Great whole-body tonic! Mediocre coffee-alternative. Fantastic dynamic accumulator!
Not fond of the wine :-P

Think Sen has quite a few in his latest WIP...
Posted Image

<...and purposely missing the point>

Modifié par Rolo Kipp, 13 décembre 2012 - 08:31 .


#105
3RavensMore

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Rolo Kipp wrote...

<taking aim...>

Dandelions? Great whole-body tonic! Mediocre coffee-alternative. Fantastic dynamic accumulator!
Not fond of the wine :-P

Think Sen has quite a few in his latest WIP...


<...and purposely missing the point>

Did I miss the release for this?  Or was it just released in two states?   :innocent:

#106
Tarot Redhand

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@Zwerkules you should have checked for tule in the Oxford English Dictionary where we have the entry in the British and World English definition -

tule
Pronunciation: /ˈtuːli/

Definition of tule

noun

a clubrush that is abundant in marshy areas of California.
Scirpus acutus and S. validus, family Cyperaceae

Origin:

mid 19th century: via Spanish from Nahuatl tullin

or the American English definition -

tule
Syllabification: (tu·le)
Pronunciation: /ˈto͞olē/

Definition of tule

noun

a large bulrush that is abundant in marshy areas of California.
Genus Scirpus, family Cyperaceae: two species, S. acutus and S. validus

with the same origin

TR

Modifié par Tarot Redhand, 15 décembre 2012 - 12:27 .


#107
Zwerkules

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I'm still working on this tileset.

Posted Image
Posted Image

I've finished the big houses which can be used for big farm houses, inns and the house of the mayor.
I'll work on the smaller houses next and then add wind- and water mills.

Modifié par Zwerkules, 03 mai 2013 - 08:55 .


#108
The Amethyst Dragon

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Can't wait to see this in action.

#109
henesua

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Beautiful!

#110
3RavensMore

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Stunning as always. Your work is the best of the best.

I've a comment about the grass though, and it's something that I've always thought looked very out of place on all rural sets. The grass around the houses, and any other buildings, would be completely flattened from all the foot traffic. This goes double for farm houses and anyplace that has a concentration of livestock. I can see tall grass around an abandoned building, but not one that's in use. I don't know if that's doable, or even desirable for anyone else, but it would be more realistic.

#111
Pstemarie

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Flat grass would be easy enough - add a walkmesh material that duplicates the grass material. It would just need a new name in the 2da. The wavy grass wouldn't render on the flat-grass material.

Modifié par Pstemarie, 04 mai 2013 - 03:20 .


#112
Master Jax

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Wouldn't it be easier to simply change the face type of the WOK in a 3d editor into something else like leaves or dirt so there's no dynamic grass on it?

#113
Pstemarie

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Master Jax wrote...

Wouldn't it be easier to simply change the face type of the WOK in a 3d editor into something else like leaves or dirt so there's no dynamic grass on it?


Yes and no. You still have to change the material and changing it to leaves or dirt would produce the wrong vfx and sfx when a creature walks across it. Dirt would produce a soft dust cloud and a subtle thumping sound. Leaves would produce a rustling sound. The 2da is really minor and its easy to add new material types to NWMax material's list by editing wokmat.ini (found in the NWMax folder). 

Modifié par Pstemarie, 04 mai 2013 - 10:37 .


#114
Zwerkules

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I've scaled the models to 75% of their original size. They were quite big because I used standard doors which seem to be made for giants (2m wide and 3m high) rather than humans. To make those doors fit each story of a house has to be at least 3.2m high.
Because these are groups and not a terrain type there is no need to use standard doors. So I made two tileset specific doors for the buildings and scaled those houses to 75%.
That left more unused space around the houses than before. I could change the walkmeshes so that the grass is now growing farther away from the walls which wasn't possible before because there wasn't enough room on the tiles.
I didn't add an extra walkmesh material though, just used the dirt material for the 'flat' grass. It makes sense that the footstep sounds are different on the flat grass and that it is so dry that walking over it produces dust clouds.

#115
henesua

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your attention to these details is impressive, zwerk.

#116
Zwerkules

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A place for the chicken:

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:happy:

#117
_six

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You know, otherwise great as the models are, the textures there look very flat.

#118
Master Jax

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I have to agree with Six. Why not use the Medieval City textures, Zwerk? You did a great job with buildings in that tileset. Half of it was due to your choice of textures. 0__0

#119
Zwerkules

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All but two textures are the same as in the Medieval City tileset. The stones in the texture for the ground stories of the buildings were too big and irregular for the farm houses so I needed a different one. The roof texture is actually a placeholder. I haven't found a proper reed texture yet. Everything I found is very yellow and looks like straw. There's a brown ambient on the roofs to give them the proper brown colour but of course that makes them look very flat because they are drained of all their original variations in colour.
Once I find proper reed texture the roofs will look different. I tried to sharpen the wall texture, but that didn't help.

#120
_six

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I don't know how difficult it would be with these models, but my usual trick is to try and give the impression of a soft shadow on the walls, cast by the roof or by the wooden beams. If you've got enough texture space, baking that using a ray-traced render looks great (a lot of Q content used that trick), but does require very careful UV mapping. Just painting a bit of shadow on manually can get a similar effect.

I did a highly exaggerated version of sorts using an alpha layer on my dwarven dungeon tiles, which at least IMO breaks up the monotony a lot.

Just throwing ideas around anyway. If its any help then my work here is done, if not, cool.

Modifié par _six, 13 mai 2013 - 04:37 .


#121
Zwerkules

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_six wrote...

I don't know how difficult it would be with these models, but my usual trick is to try and give the impression of a soft shadow on the walls, cast by the roof or by the wooden beams. If you've got enough texture space, baking that using a ray-traced render looks great (a lot of Q content used that trick), but does require very careful UV mapping. Just painting a bit of shadow on manually can get a similar effect.

I did a highly exaggerated version of sorts using an alpha layer on my dwarven dungeon tiles, which at least IMO breaks up the monotony a lot.

Just throwing ideas around anyway. If its any help then my work here is done, if not, cool.


The posts are sometimes bent into one direction, sometimes into another, so fake shadows would be very hard to do. The plaster texture also has to be tileable in all four directions. Adding a painted shadow at the top of the texture to simulate the shadow cast by the roof overhang would only work by placing an alpha layered shadow texture over the plaster texture.
Thanks for the idea. I should have thought of it myself, because I did just that with the plaster texture used on the halfling houses. I blame old age :whistle:.

The brick texture for the ground stories which I've replaced by a better one today doesn't have to be tileable. I added some stains at the top. Maybe I'll also change the bottom of the texture a bit later. There wouldn't be shadows at the bottom of the wall, but maybe because of the extra moisture there'd be moss growing there.

Your ideas are welcome. Thank you!

#122
Invisig0th

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I'm still very much looking forward to using this for my upcoming module. Thanks for continuing to work on it!

#123
Zwerkules

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After uploading an update today the file on the vault disappeared. I've uploaded the hak again under a different file name.
I've finished all the buildings for a human village except for a windmill and a barn. Those will be in the next update.

Posted Image

#124
NWN_baba yaga

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looking really good and very authentic! Havent checked your update yet (very late here hehe) but will do tomorow and leave you some feedback then;)

#125
_six

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You know, at this point this deserves a snappier name than Rural tileset with elven and halfling houses :D