A tale of a forest
#26
Posté 08 juillet 2012 - 05:49
#27
Posté 08 juillet 2012 - 01:45
#28
Posté 08 juillet 2012 - 03:30
And thanks again for the comments;)
EDITED for updated big trees and another tile!
Modifié par NWN_baba yaga, 09 juillet 2012 - 01:34 .
#29
Posté 08 juillet 2012 - 04:15
#30
Posté 08 juillet 2012 - 04:23
So:
animloop1 = flowers
animloop2 = moospatch + ferns
animloop3 = special and top sercret
Modifié par NWN_baba yaga, 08 juillet 2012 - 04:24 .
#31
Posté 08 juillet 2012 - 04:50
NWN_baba yaga wrote...
I add the whole undergrowth to the animloops which is not visible by default. This way I keep the original feeling of it and you can decide where you want some more vegetation. You can even use this method for rocks, trees and everything else.
So:
animloop1 = flowers
animloop2 = moospatch + ferns
animloop3 = special and top sercret
That sounds fantastic.
I wish other cc makes would have used this technique. I've long wished that the various underground sets had a way to turn off the mushrooms. Some of those sets are spectacular, but I've always been a fan of empty rooms / caverns and letting the builder have a clean canvas to work with.
Oh...and the ground textures on the forest are freaking gorgeous.
#32
Posté 08 juillet 2012 - 06:56
#33
Posté 08 juillet 2012 - 07:00
thats absolutely smart concept, could you or OTR tell us how to make this possible? I mean, I found out the need for various tiles in default tilesets like city to disable enable the placeables around. Yes there exists haks that changes the tile so these placeables are not there, yet i can only choose with/out not both. Now this concept would allowed it. How would I changed the certain objects in models to be used with animloop?NWN_baba yaga wrote...
I add the whole undergrowth to the animloops which is not visible by default. This way I keep the original feeling of it and you can decide where you want some more vegetation. You can even use this method for rocks, trees and everything else.
So:
animloop1 = flowers
animloop2 = moospatch + ferns
animloop3 = special and top sercret
#34
Posté 08 juillet 2012 - 07:07
I have a tileset default anim that is only used for alpha transparency setting of the undergrowth "alpha = 0" (so not visible).
Then I add animloop1 +2 with alphasettings for the different undergrowth of 1.0. Thats all I did.
Technically I added for the mesh a first and last key on the animation with only "animated" alpha settings. Its similar like the day/night window transition.
Modifié par NWN_baba yaga, 08 juillet 2012 - 07:21 .
#35
Posté 08 juillet 2012 - 08:26
That's probably why people haven't used this to remove mushrooms in caves. I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.
#36
Posté 08 juillet 2012 - 09:31
Zwerkules wrote...
I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.
! Really?!?!?
I need to get back into your caves and check that out.
#37
Posté 09 juillet 2012 - 03:06
#38
Posté 09 juillet 2012 - 03:31
My plan is to do a first release with only forest terrain + raise/lower. Forest is complete for V1 and now I start on the height levels.
#39
Posté 09 juillet 2012 - 09:00
Thanks, but this goes over my head so far. Tried to look into some default tiles using this but havent found the logic. Maybe notepad isnt suitable for this. Anyway im looking forward to your forest, maybe it will help me to understand this feature.NWN_baba yaga wrote...
@ShaDoOoW:
I have a tileset default anim that is only used for alpha transparency setting of the undergrowth "alpha = 0" (so not visible).
Then I add animloop1 +2 with alphasettings for the different undergrowth of 1.0. Thats all I did.
Technically I added for the mesh a first and last key on the animation with only "animated" alpha settings. Its similar like the day/night window transition.
yeah, figured, still there are tiles like field with plant placeables on them, that would be good choice to implement this, and for other tiles like the houses in city, it would be possible to remove the wok under these objects. Builder would have to keep in mind he have to add invisible placeables to correct walkmesh if he want to use default objects. Or at least it would helped him to re-arrange those objects using placeables manually and then turn animloop off. That would be only matter for house groups, the terrain houses dont need this much as builder can simply add a tile variation without the placeables around.Zwerkules wrote...
Shadooow, you have to keep in mind though that this only works for parts of the tile you can walk through anyway, like ferns, flowers and bushes. If you use this method to let something like a tree disappear, something that blocks movement and/or line of sight, it will become invisible, but still block movement and so on.
That's probably why people haven't used this to remove mushrooms in caves. I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.
Modifié par ShaDoOoW, 09 juillet 2012 - 09:05 .
#40
Posté 09 juillet 2012 - 09:35
#41
Posté 09 juillet 2012 - 09:58
#42
Posté 09 juillet 2012 - 11:38
#43
Posté 10 juillet 2012 - 05:19
I love the textures.
Waiting for the release!
#44
Posté 10 juillet 2012 - 09:31
#45
Posté 11 juillet 2012 - 01:05
#46
Posté 11 juillet 2012 - 04:21
#47
Posté 11 juillet 2012 - 02:01
#48
Posté 11 juillet 2012 - 03:59
We can add snow- or waterpatches to a tilesets this way. The moospatches which covers big parts of the forestground are used this way.
And the first raise/lower tiles are done and looking good so far. My first attempt resulted once again in pure flatness, even my rocktexture is very nice and realistic nwn shadows are hard to work with. But I did it;)
For spicing up the areas I also added a dragonfly mob placeable vfx to the pakage. Realy cool with an annoying mosquito sound attached to it. A wasp and a mosquito mob is planed as well.
And the only feature I will add to this release is a cave entrance and a natural shelter for rainy hours...
Modifié par NWN_baba yaga, 11 juillet 2012 - 04:07 .
#49
Posté 11 juillet 2012 - 05:36
When I finish the Medival City and rural tileset, I'll finally have the time to work on my module and I'll need a forest like this for it.
There are just a few more things I'd need and I'm not sure if you've made plans to include terrains like a lake, cliff or mountain and streams with waterfalls.
Are you going to make some of these terrains?
If not, would you allow me make a module specific hak with an addon to this tileset which has the terrains and features I need for the module?
#50
Posté 11 juillet 2012 - 06:29





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