Aller au contenu

Photo

A tale of a forest


  • Veuillez vous connecter pour répondre
73 réponses à ce sujet

#26
Master Jax

Master Jax
  • Members
  • 352 messages
!!!!!!!!!!!!!! This is damn amazing... I can't... This is definitely some wizardry... I knew you were a forest hag all along!! ò.ó But seriously... Astonishing work, Baba.

#27
Jez_fr

Jez_fr
  • Members
  • 302 messages
very nice, witch ^^

#28
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
So I added a new tile with a fallen treetrunk and some rocks, blue flowers (which can be turned off/on visible via the animloop1), some moospatches and ferns to the default tile. Also the treetrunks, branches  and their foilage fades out like the bioware ones. 


Posted Image

Posted Image



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
henesua

henesua
  • Members
  • 3 864 messages
I like that idea for the animations. it seems that you could do some interesting things along those lines.

#30
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
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 :D

Modifié par NWN_baba yaga, 08 juillet 2012 - 04:24 .


#31
3RavensMore

3RavensMore
  • Members
  • 703 messages

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 :D


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
QlippothVI

QlippothVI
  • Members
  • 109 messages
RL kickin my butt, but I had to pop in and say, "WOW!".

#33
Shadooow

Shadooow
  • Members
  • 4 470 messages

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 :D

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?

#34
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
@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.

Modifié par NWN_baba yaga, 08 juillet 2012 - 07:21 .


#35
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
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.

#36
henesua

henesua
  • Members
  • 3 864 messages

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
Azador

Azador
  • Members
  • 50 messages
Oh my god, this is beautiful. I cannot wait till this is finished.

#38
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
@Azador:
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
Shadooow

Shadooow
  • Members
  • 4 470 messages

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.

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.

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.

 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.

Modifié par ShaDoOoW, 09 juillet 2012 - 09:05 .


#40
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
I´ll add a sourcefile for you then ShaDoOoW like I did with my waterfalls;)

#41
ShadowM

ShadowM
  • Members
  • 768 messages
Absolutely beautiful NWN_baba yaga :) I love what you did with the floor. Great textures and setup. Maybe a good base for a jungle tileset too? :)

#42
Pstemarie

Pstemarie
  • Members
  • 2 745 messages
I really like where this tileset is going. I can't wait til its released so I can play around with it...

#43
WebShaman

WebShaman
  • Members
  • 913 messages
I will add my oohs and ahhs to the chorus!

I love the textures.

Waiting for the release!

#44
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
It's just unbelievable, what you people squeeze out of this elderly (but nonetheless cool) engine! And this animloop-trick.. I wonder, if the original programmers had that in mind... Beautifull!

#45
3RavensMore

3RavensMore
  • Members
  • 703 messages
Wondering if season changing, or at least light snow cover could be accomplished this way.

#46
Wall3T

Wall3T
  • Members
  • 461 messages
nice set NWN_baba yaga. this looks like the most anticipated tileset of the summer. good work as always. you have everyone support!

#47
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
Stunning work. One of the most realistic forest tiles I've seen.

#48
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
@3RavensMore:
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...

Posted Image

Posted Image

Modifié par NWN_baba yaga, 11 juillet 2012 - 04:07 .


#49
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
This looks amazing.
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
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
This makes me want to redo our forest zones.