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Request: (Bramble) bush PLCs.


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45 réponses à ce sujet

#1
Just a ghost

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I'd like to pimp an area with the rural tileset to look like some kind of maze with thorny bushes. Think "Sleeping Beauty", and you got the picture. The only thing I found that comes remotely close are Helvene's Extra Trees (one of the most useful PLC packs I have ever downloaded, btw). So, my question is: can somebody make me a few of those PLCs?

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
Carcerian

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As far as mazes go, you could try: http://social.biowar...ndex/13523679/1

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.


Posted Image

The exterior gothic tileset has them as well...

Modifié par Carcerian, 05 août 2012 - 08:40 .


#3
Just a ghost

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I know those, but they are a bit ... manicured, aren't they? I am looking for something more like this:
Posted Image

Modifié par Just a ghost, 06 août 2012 - 06:48 .


#4
Just a ghost

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Posted Image

... 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
Borden Haelven

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You could always use the hedges from the maze tileset as a guide to build scraggified hedges and overwrite the originals.

#6
Just a ghost

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Yeah, but unfortunately I can't build anything with Max or likewise software. I can rip stuff out of haks, and do some text editing on models, but that's about as far as my expertise goes. I don't want a tileset anyway, I just needed some PLCs to pimp a bog standard Rural area.

Posted Image

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
NWN_baba yaga

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Looking interesting and I can use them for my module too. Can you upload them somewhere please?

#8
henesua

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This looks promising.

#9
Pstemarie

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We have bramble placeables in Q that Six did - similar to the foliage in Wildwoods. There are walkable and nonwalkable versions - they go nice with the TNO tileset.

#10
henesua

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Yes, and those are great, Pstemarie. But I think some that are a bit more bare and have those tortured looking trunks would look good. These look like they are starting to go in that direction.

#11
NWN_baba yaga

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The PQ versions are very nice too but these here features big and smaller branches which look´s cool.

#12
Just a ghost

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Well, I ripped these models from Six' Wild Lands tileset and varied height and textures, so I am not surprised it looks like the stuff in Q, haha. I think I'll have a look at scaling as well, for really nasty little thorny thingies.
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
NWN_baba yaga

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I can do the animation for you if you want. I would use the basic on/off for that;)

#14
henesua

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Why bother with the dirt patch at all? I just add a dirt patch in the toolset. Plenty of placeable dirt patches available.

#15
Just a ghost

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I bother because it's fancy, cool, and very 2012! Another handy thing is that the .pkw follows the dirt patch, so you see what you are blocking, and evade path finding issues.

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
The Amethyst Dragon

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This looks very cool.

#17
Just a ghost

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... when I went to bed I was thinking "if you can add or remove a texture with the activation animation, can you add or remove foliage as well?" So, if you'd make a couple of trees with these animations lot / foliage options:

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
NWN_baba yaga

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I can remove/ add the foilage too, but I only use on/off for that. It´s getting a bit complicated what you want Just a ghost and I´ll try what I can.

p.s. got your file;)

Modifié par NWN_baba yaga, 07 août 2012 - 09:19 .


#19
Just a ghost

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O, the foliage remover is just a general idea that popped up in my mind. For now I am very happy with the dirt patch on/off thinghy.

#20
NWN_baba yaga

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I meant I can add one foilage type to the animation too, but not all seasons so to say. So summer or winter is cool with me. so you basically have a summer and winter set.

#21
Zwerkules

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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
henesua

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Maybe on - off could be flowers - no flowers.
closed-open could be leaves/no leaves.

#23
NWN_baba yaga

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what henesua said;)

#24
Just a ghost

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For now I just need the ground bit, because I'd like PLC's to be static if possible. So, default with ground plate, deactivated without. I'll use the latter setting only when the ground plate gives interference, or when I want to place thorns on a hill side. Is that possible?

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
Zwerkules

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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.