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A tale of a forest


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73 réponses à ce sujet

#1
NWN_baba yaga

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at the beginning once was:

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

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

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

just a tile! + a few of the evergreens;)

Modifié par NWN_baba yaga, 07 juillet 2012 - 04:21 .


#2
Zwerkules

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Okay, you know your trees are awesome, so I'll comment on the forest floor instead. ;)
This is the best forest texture I've ever seen!

Modifié par Zwerkules, 07 juillet 2012 - 04:23 .


#3
Rolo Kipp

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<looking a little...>

I've walk through woods with that exact ambiance.
*looks around nervously for the bear...*

<...lost>

#4
NWN_baba yaga

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The forest floor is a mix of 3/4 different textures and finally I got it. Thanks for the nice feedback zwerkules, you are free to use it when released. It´s a coniferous forested mountain tileset Rolo;)

#5
Hekatoncheires

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I've been needing one of those. I've been using a retextured version of rozenkrantz's mountains + his trees.

#6
Shadooow

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does tree models block the view, allowing to hide or are they tubular like those in nwn forest tileset?

Do you support tilefade option this time?

#7
The Amethyst Dragon

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Nice!

#8
Daijin

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very nice!

#9
NWN_baba yaga

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Thank you all for the nice comments. This tileset will not be realy big and plans are :

- forest terrain (like shown)
- raise/lower
- a chasm crosser
- a very simple trail

And sorry to say about the tilefade option... No way! Navigating and just looking around is realy not a problem imo.  Oh and yes the walkmesh is set to "obscuring" for the trees and should hide you line of sight;)

Modifié par NWN_baba yaga, 07 juillet 2012 - 08:24 .


#10
OldTimeRadio

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Delicious. Coniferous.  Great work!

#11
henesua

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Beautiful work!

Unfortunately I am disappointed by the lack of tilefade option. I think it works very well with Six's Wildwoods. Is tilefade a pain to implement?

#12
NWN_baba yaga

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_Six tileset is very different and the foilage here is not as heavy as in wildwoods. Believe me, I play in isoview so I wouldnt mess up my own joy;) And the big trees have no foliage at all just branch meshs.

Modifié par NWN_baba yaga, 07 juillet 2012 - 08:47 .


#13
Fester Pot

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Will particular tiles be able to use diffuse and ambient color? I always felt that was one of the main things that really hurt Wildwoods for me - lack of individual tile diffuse/ambient color options. Not sure why this was omitted.

FP!

Modifié par Fester Pot, 07 juillet 2012 - 09:23 .


#14
NWN_baba yaga

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@Fester Pot: Oh I havent thought about that yet but all of the non gigantic sized trees should be illuminated by them yes. Thanks for the hint;)

Modifié par NWN_baba yaga, 07 juillet 2012 - 09:29 .


#15
s e n

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like like! trees are danglymeshed like the old pinetree placeables? in fact i agree with shadow about tilefade, even if its ok without it, i always like both foliage and the upper trunk portion sliced away with tilefade! oh, and you should absolutely add a couple of cave entrances for that amazing underdark of yours!!

#16
Shadooow

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NWN_baba yaga wrote...

_Six tileset is very different and the foilage here is not as heavy as in wildwoods. Believe me, I play in isoview so I wouldnt mess up my own joy;) And the big trees have no foliage at all just branch meshs.

Well the point is that client can disable/enable tilefade. So if you dont like tilefade you can turn it off and thats it. Enabling this feature you are not forcing either of the side to "get used to it" :).

Modifié par ShaDoOoW, 07 juillet 2012 - 10:03 .


#17
NWN_baba yaga

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Yeah ok I see your point and will include a tilefade option on most of the trees then. Sounds good hehe?:D

Modifié par NWN_baba yaga, 07 juillet 2012 - 10:21 .


#18
henesua

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Wait... so its not hard to do tilefade? Whats the complaint about adding it then? I guess I'm just clueless about this issue.

#19
NWN_baba yaga

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for this particular tileset it´s not difficult no and just some sort of crazy lazyness henesua:innocent:

#20
Shadooow

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sounds perfect

henesua wrote...

Wait... so its not hard to do tilefade? Whats the complaint about adding it then? I guess I'm just clueless about this issue.

from what i found out, enabling tilefade in various tilesets that didnt enabled it by default, to make it work as intented, tileset creator have to split model on lower and topper polygons, otherwise the tilefade doesnt have much of the effect. For example take the tree placeables in 1.69 - the whole trunk is one polygon (or one part of the model anyway, my terminiology might be wrong) I was able to fade leaf, but since the trunk itself is so big, it has almost no effect anyway...

#21
_six

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Making whole meshes tilefade is easy. But a tall tree needs to be cut in half to tilefade properly - which is a lot of work to do on a large set. Also, you can't make anything that's walkable on top tilefade-able, for reasons that become apparently if you think about it. Moving on...

Nice work, baba. Can I request you put streams high up on your list of priorities to add?

That said, heck, just releasing the single forest terrain would make me a happy man.

#22
NWN_baba yaga

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@_six: Thanks man:). I realy think about releasing it with the forest terrain + raise/lower only and as soon as possible. Getting some real feedback is always helpfull and for a builder in need of a forest type like this it´s enough for some basic areas and the placeables I did will help filling it even further.
And streams are something I always love myself to see and your streams are the best i have seen. So once I get the first build released I´ll add it onto my todo list. And here just a random scene i took:

Posted Image

IT always looks like a hill already to me. But it´s an illusion somehow

Modifié par NWN_baba yaga, 07 juillet 2012 - 11:32 .


#23
henesua

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that lighting is gorgeous

#24
_six

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It's amazing how much good shadows can add to the look. Shame I can't afford them with WW :(

#25
Bannor Bloodfist

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baba, man, you make me jealous. That floor texture is absolutely gorgeous along with the bark texture you have used. Beautiful.

@ShaDoOoW... OMB's Clean Models program can auto-slice for tilefade, but you have to go back through the set and verify that it sliced correctly and added the black caps of sliced objects correctly. 99% of the time it does fine. Just make sure you set the slice height correctly as it slices by multiples of centimeters(x10) so a setting of 50 for the slice ends up being 5 meters high.

With a little bit of planning, ie picking what groups/features you may not want to slice, you can move the rest of the tiles into a sub-folder and get CM3 to process through the entire .set file.

Modifié par Bannor Bloodfist, 08 juillet 2012 - 04:32 .