man this is beatifull. Stop teasing us and let us play with it:)
Terria
Débuté par
s e n
, sept. 18 2012 11:52
#26
Posté 01 octobre 2012 - 06:37
#27
Posté 01 octobre 2012 - 02:58
*me wants*
that's beautiful =)
that's beautiful =)
#28
Posté 01 octobre 2012 - 04:49
To quote myself and to be a pain in the neck sen:D
"man this is beatifull. Stop teasing us and let us play with it:) "
"man this is beatifull. Stop teasing us and let us play with it:) "
#29
Posté 01 octobre 2012 - 05:32
Its too early yet to release something, but I may need a few testers. I just cant assure release version will not break areas made with this one
if some wants to help me test, is welcome and can pm me. I really have to go back and remake a LOT of tiles, not saying Im still missing a lot of textures for other seasons than summer/spring, and still missing trees, bushes, a bit of rocks in the grass terrain... and even if the trail system its almost done, and the stream one its at good point, need moar crossers, and a few more terrains and groups (lake, buildings, etc)
#30
Posté 02 octobre 2012 - 08:28
That looks amazing! Random question - are the streams going to be walkable?
Looking forward to when this comes out.
Looking forward to when this comes out.
Modifié par KlatchainCoffee, 02 octobre 2012 - 08:29 .
#31
Posté 02 octobre 2012 - 12:47
sure they willl! not sure about water
#32
Posté 02 octobre 2012 - 03:19
Stunning.
I really like the trails. That is awesome with awesome sauce!
I really like the trails. That is awesome with awesome sauce!
#33
Posté 20 octobre 2012 - 01:57
#34
Posté 20 octobre 2012 - 06:22
Nice!
#35
Posté 20 octobre 2012 - 08:57
I like the grass and the rivers and especially the wooden bridge. Your houses however could use a few 'irregularities', like some of the edges (especially of the roofs) being less straight and not all the spaces between windows being exactly the same.
#36
Posté 21 octobre 2012 - 02:54
Looking very good man, especially the rivers and well... everything;) 2012 is realy a phenomenal year for custom content:) Forgot to mention the grass... thats what i always wanted for my own stuff too. Is a great idea;)
Modifié par NWN_baba yaga, 21 octobre 2012 - 02:56 .
#37
Posté 21 octobre 2012 - 06:08
Zw: roof verts are already slightly offset, especially the thatched ones, windows are a bit tricky to offset because i place them using a dummy parent for all the meshes they contain (thats 5 or 6 mesh for each window) so randomly moving verts there makes dummy alignment difficult, but I'll see for the next ones if I find a method 
Baba: grass is nice, if you look at the texture, you will see its 4 sectors are scaled and enlarged to fit all the width of the texture, that makes grasss more rich, but I am thinking to reduce it to the standard width (still keeping flowers and different height for the 4 sectors)because having it so wide, causes grass to go beyond the ground into nothing whenever it is spawned by a grass face next to a cliff face or some other vertical mesh. nothing major, but there is this issue (
Baba: grass is nice, if you look at the texture, you will see its 4 sectors are scaled and enlarged to fit all the width of the texture, that makes grasss more rich, but I am thinking to reduce it to the standard width (still keeping flowers and different height for the 4 sectors)because having it so wide, causes grass to go beyond the ground into nothing whenever it is spawned by a grass face next to a cliff face or some other vertical mesh. nothing major, but there is this issue (
#38
Posté 21 octobre 2012 - 06:38
know what you mean;). Something about the detailed edge bricks from the tower, how do they look with no smoothing groups at all?
#39
Posté 21 octobre 2012 - 07:06
uhm I think they should look ok also with no smoothing, Ive gone for non smoothed in the square tower of the other building, just because smoothing ther at 90 degrees its not that nice, but for octagonal tower i think both smooth and not smoothed meshes work fine
#40
Posté 31 octobre 2012 - 07:33
bad news today: I am placing edge tiles and there are issues. I really dont think it is possible to solve them, the way the engine reads height values for edges seems to be not the same with the way the engine places tiles so... I really think this means there will be no chance to see edgetiles for this
#41
Posté 31 octobre 2012 - 09:16
no problem for me at all. For a forest environment edge tiles are very cool to have but even there i can keep myself into the scene as long as the builder did everything to catch the feeling. So please keep it up, this tileset is what i´m looking forward to the most;)
#42
Posté 31 octobre 2012 - 10:17
s e n wrote...
bad news today: I am placing edge tiles and there are issues. I really dont think it is possible to solve them, the way the engine reads height values for edges seems to be not the same with the way the engine places tiles so... I really think this means there will be no chance to see edgetiles for this
Likely this means your tile(s) height is set incorrectly. The main tile dummy should always be at zero,zero,zero while the children of that dummy get raised to whatever heigh you wish.
The engine can handle tiles and edge tiles that way. It can also overcome a bad placement of the main tile dummy and just default it to whatever height the children are, but this is in fact the wrong way to accomplish raising a tileset.
OR
You are forgetting to create a special edge tile for raised tiles maybe? There should be an entry in the edgetiles.2da that lists raised tiles as well as normal tiles.
Regardless of which problem you are running into, it CAN be fixed. You could always send me a complete copy of the tileset, all textures etc, and I can take a look to see what I can do to help you get the edge tiles created. Typically a fairly simple job, once you get a handle on things.
#43
Posté 01 novembre 2012 - 12:14
Bannor, if you want to give it a try you're welcome! Will pm you a link with a copy of my override, im not including the models of the edge tiles because i've alreay trashed them, but there is the basic edge 2da for the grass. you'll see problem comes with the second raise: the edge rotates depending on area rotation, and with 3rd and 4th raise it seems it uses tiles from 2nd raise, also single cornered edges get their height in a buggy way.... bleh!
Baba, I will keep working on this even if i cant get edges for the quadruple raise... at least, i can still cook a crosser to fake the tile edge work
this will require builder to place edgetiles instead of a 2da, but i think it should be doable... but we'll see if Bannor can handle this!!
Baba, I will keep working on this even if i cant get edges for the quadruple raise... at least, i can still cook a crosser to fake the tile edge work
#44
Posté 01 novembre 2012 - 07:59
Ok, Sen, I am downloading the files, I have a very slow connection now which is all that I can afford (can't really, but you must have internet right?).
For clarification, I believe the engine only uses a single raised entry, I may be wrong, but I seem to remember that bit. I will have to take a look at various notes I have on edge tiles to be sure. So, if your 2nd level raised tiles are different, there may be an issue with that.
As far as orientation/rotation of grass on an entire area, the engine checks ONCE, orients the first tile painted as the master, and all other tiles with the same texture that is set to rotate will be rotated in exactly the same direction. I believe it starts in lower left. Edge tiles are then selected AFTER the area is painted, and may/may-not rotate I have to check on that.
One thing that definitely helps is to NOT use a standard tile as an edge... yes it works, but it does NOT work correctly. You must have a tile that has the wok removed, and certain other things adjusted. I think they also all rotate 90 degrees from the center of whatever the original tile was.
Anyway, give me some time to work with this a bit. I have other things going health wise, that takes maximum priority right now, so this will NOT be a single day type of fix I think. (Might be wrong, depends on how bad it looks currently). I also have to move/clean my override folder as that is what I also use for development work, so I don't want to lose changes/edits I have made on the current tileset I am working on. That will only take about 5 minutes though, so no real issues there.
P.S. If you ever build a PC, don't make the mistake that I did and use an old standard EIDE drive as your C: drive (and windows main drive) when you have a 200% faster SATA 1TB drive as your 2nd HD. Man, what a waste of speed/power that has proved to be. I thought that using a 120gig EIDE that I already had, made sense for windows/program files...Should have formatted that sucker and used it for backup data only! Now I have soooo much data stored on the 1TB that I can't save it and format the drive.
For clarification, I believe the engine only uses a single raised entry, I may be wrong, but I seem to remember that bit. I will have to take a look at various notes I have on edge tiles to be sure. So, if your 2nd level raised tiles are different, there may be an issue with that.
As far as orientation/rotation of grass on an entire area, the engine checks ONCE, orients the first tile painted as the master, and all other tiles with the same texture that is set to rotate will be rotated in exactly the same direction. I believe it starts in lower left. Edge tiles are then selected AFTER the area is painted, and may/may-not rotate I have to check on that.
One thing that definitely helps is to NOT use a standard tile as an edge... yes it works, but it does NOT work correctly. You must have a tile that has the wok removed, and certain other things adjusted. I think they also all rotate 90 degrees from the center of whatever the original tile was.
Anyway, give me some time to work with this a bit. I have other things going health wise, that takes maximum priority right now, so this will NOT be a single day type of fix I think. (Might be wrong, depends on how bad it looks currently). I also have to move/clean my override folder as that is what I also use for development work, so I don't want to lose changes/edits I have made on the current tileset I am working on. That will only take about 5 minutes though, so no real issues there.
P.S. If you ever build a PC, don't make the mistake that I did and use an old standard EIDE drive as your C: drive (and windows main drive) when you have a 200% faster SATA 1TB drive as your 2nd HD. Man, what a waste of speed/power that has proved to be. I thought that using a 120gig EIDE that I already had, made sense for windows/program files...Should have formatted that sucker and used it for backup data only! Now I have soooo much data stored on the 1TB that I can't save it and format the drive.
#45
Posté 02 novembre 2012 - 12:45
Sure thing, no hurry at all
once you placed those 4 or 5 entries already listed in the 2da (and i just pasted them from tno edges) you'll see there is already an entry that works for the 2nd raise (height value of 2). it is there, even in the tno tileset, not sure why because there is no need but.. maybe a mistake, maybe there was plan to make something like that, i cant say. what i know is it rotates, while the other 0011 edge tile doesnt, also, if you rotate the area by 90 degrees, you see it fixes the edges, or screws it... depends if one was rotated or it wasnt. going on, with 3rd raise (value of 3), I dunno if it is possible to improve it but, as it is, it spawns the edge tile using the 2da entry given for the 2nd raise tile. there are issues also for the single cornered tiles, when comes to 3rd raise: plain grass corner edge tile spawns too loow, i think at 2nd raise level max when there should be a 4th or 5th raise. maybe it is possible to play with those "+" in the 2da or with the height value, just like i did in the set file to implement the raise, but i am not very confident about it.
what i can do, if there is no way to get the edges working, is to add a specific crosser that is going to be placed there where some 2nd 3rd or 4th raise tiles are in use at the borders of the area. the crosser tiles should be just like the normal tiles, but with a 1x4 additional tile row directly linked to the crosser tile, maybe with some tweaks on ambient textures settings to match the darkening that comes with the edge tiles. a 4x4 plain mesh to fake the edge corner where 2 crossers are in place. thats tricky but should work, as long as the mesh pivots are inside the tile 1000x1000 area, otherwise i think there would be an engine crash.
what i can do, if there is no way to get the edges working, is to add a specific crosser that is going to be placed there where some 2nd 3rd or 4th raise tiles are in use at the borders of the area. the crosser tiles should be just like the normal tiles, but with a 1x4 additional tile row directly linked to the crosser tile, maybe with some tweaks on ambient textures settings to match the darkening that comes with the edge tiles. a 4x4 plain mesh to fake the edge corner where 2 crossers are in place. thats tricky but should work, as long as the mesh pivots are inside the tile 1000x1000 area, otherwise i think there would be an engine crash.
#46
Posté 02 novembre 2012 - 06:26
awww man... You just had to make my life difficult eh? I didn't realize you had special raised heights here, at least from your description above that is what you are talking about?
This WILL be trickier, but I will be digging into it tonight when I get time. Currently I am attempting to repair a toilet that stopped filling... very hard water, clogged with lime build up etc... I have it taken apart, and just needed a break (and a towel) before I put it back together.
Anyway, didn't someone create a Mountain tileset that had special raised tiles? Not sure what the actual raise tile heights were though.
This WILL be trickier, but I will be digging into it tonight when I get time. Currently I am attempting to repair a toilet that stopped filling... very hard water, clogged with lime build up etc... I have it taken apart, and just needed a break (and a towel) before I put it back together.
Anyway, didn't someone create a Mountain tileset that had special raised tiles? Not sure what the actual raise tile heights were though.
#47
Posté 02 novembre 2012 - 07:21
#48
Posté 04 novembre 2012 - 12:16
that one looks like the embryo of BM mountains tileset aye
#49
Posté 14 décembre 2012 - 06:21
up!.
Is there a release date for Terria tileset?
Is there a release date for Terria tileset?
#50
Posté 10 mai 2013 - 03:40
I was curious of that as well





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