Request: (Bramble) bush PLCs.
#1
Posté 05 août 2012 - 04:27
It doesn't have to be brambles per se. Something like the models of the tree tiles in Six' Wildlands tileset would also do. Perhaps with standard bark and leave textures, though. Those new trees and TNO textures don't mesh that well with the old school rural look.
Anyway, I'll lay a few eggs for anyone helping me out.
#2
Posté 05 août 2012 - 08:38
To create a 3x3, 4x4 or 5x5 maze just run the maze builder Program available here : Link
and create a 15x15,20x20 or 25x25 maze. (You can select a difficulty level as well) You need to do a screen grab of the resultant maze and crop the surplus background.
Then resize it to either 617x617, 821x821 or 1024x1024 using Pixel Resize and paste it into the green section of the relevant TGA. Cutting and pasting the result into the maze.tga image in the Maze_Builder hack. Import the placeables erf and you're ready to start building. Place the size of maze you want in a MicroSet area and after a lifetime of placing hedges (With the 5x5 at least) delete the maze group, place the entrances if wanted and you're done.
If you decide to use the maze centres I've made you'll need to empty the centre tile of hedges and re-arrange the others a little. By rotating the maze centres and adding the relevant maze light you can give a visual clue as to the proper door to the exit (Which are based on the four elements).
You will need to delete the Maze centre (if used) and replace it when you swap from the builder to the player hak as it will crash otherwise. I've made two different haks to save bloating your players haks with un-needed tiles and such, it should make merging easier too.

The exterior gothic tileset has them as well...
Modifié par Carcerian, 05 août 2012 - 08:40 .
#3
Posté 06 août 2012 - 06:47
Modifié par Just a ghost, 06 août 2012 - 06:48 .
#4
Posté 06 août 2012 - 12:24

... but I am always up for a challenge. With the help of NWN Explorer, Notepad and some half-arsed hacking I got this nice PLC from the 1.69 dirt patch and one of Six' Wild Lands tiles. The rest of the image is just default Rural. If Six doesn't object I don't mind making a few more PLCs (with and without foliage, and perhaps with standard textures as well) and posting it for everybody's pleasure.
Modifié par Just a ghost, 06 août 2012 - 12:25 .
#5
Posté 06 août 2012 - 05:06
#6
Posté 06 août 2012 - 05:46

However, after a few hours work I managed to make what I wanted, and learned some new tricks in the process. If anyone can use some thorny forest PLC's (I made 4 types, and each type has autumn, summer and winter variants), just let me know.
Modifié par Just a ghost, 06 août 2012 - 05:48 .
#7
Posté 06 août 2012 - 06:29
#8
Posté 06 août 2012 - 06:31
#9
Posté 06 août 2012 - 06:32
#10
Posté 06 août 2012 - 07:06
#11
Posté 06 août 2012 - 07:23
#12
Posté 06 août 2012 - 07:26
I do have an idea, but I don't know how to execute it. I now have a dirt patch included in each PLC. That looks great most of the time, but sometimes it's better without (you get these interference glitches on some tiles). So, I was thinking... could you add a that as an animation, so you can switch the 'base' of those PLC's on and off? That way you don't have to make a range of PLCs with and a range of PLCs without the base dirt patch.
#13
Posté 06 août 2012 - 07:46
#14
Posté 06 août 2012 - 08:36
#15
Posté 06 août 2012 - 09:07
Here's a mod and hak with the summer and winter thorns, Baba. The rest is still dependent on the tileset. I guess I can copy the code to the other series? In that case one fixed model will do, and I'll sort out the rest. Tomorrow I'll have a look at some smaller branches.
Modifié par Just a ghost, 06 août 2012 - 09:13 .
#16
Posté 07 août 2012 - 06:19
#17
Posté 07 août 2012 - 07:18
On - Summer/Spring leaves
Off - Autumn leaves
Closed- Winter leaves (snowy leaves)
Open - No leaves
If you get a nice collection of those (all with the same tag), you could make a script that loops through your whole module and sets all the trees to the right season with PlayAnimation. Summer trees on snow would look retarded, of course, but I guess we get the point?
#18
Posté 07 août 2012 - 09:19
p.s. got your file;)
Modifié par NWN_baba yaga, 07 août 2012 - 09:19 .
#19
Posté 07 août 2012 - 09:30
#20
Posté 07 août 2012 - 08:37
#21
Posté 07 août 2012 - 09:11
Just a ghost wrote...
On - Summer/Spring leaves
Off - Autumn leaves
Closed- Winter leaves (snowy leaves)
Open - No leaves
The on/off part could work, but a placeable can be on and closed at the same time, or off and open, etc.
You'd get summer and winter leaves at the same time.
#22
Posté 07 août 2012 - 09:26
closed-open could be leaves/no leaves.
#23
Posté 07 août 2012 - 09:38
#24
Posté 08 août 2012 - 06:32
My comment about the seasons was just a "wouldn't it be nice...?" in general. Later on I remembered that you can't have static trees if you use this trick, and then it suddenly didn't seem to be such a clever idea after all.
ps. Is your forum language set to 'German', Zwerkules? I am getting a German topic reply notification for your post. I suspect a BioWare script slave made some funky error with "to" and "from" when it came to notification replies.
Modifié par Just a ghost, 08 août 2012 - 06:41 .
#25
Posté 08 août 2012 - 04:52
Just a ghost wrote...
ps. Is your forum language set to 'German', Zwerkules? I am getting a German topic reply notification for your post. I suspect a BioWare script slave made some funky error with "to" and "from" when it came to notification replies.
It was set to German. I didn't know this could cause problems. I changed it to 'English' now since I never read the German forums anyway.





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