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Toro's Rural Expansion !!


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#26
T0r0

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Unless I missed something ttr01_k14_01 doesn't have a SAM or a door, I never build areas so what do builders use here? Do they just paint down an area transition?

Jax~ I don't think I can do the buildings any justice, they'd prob look just like the tno or the ones pstmarie did. But I'll keep it in mind. I will add the ones Zwerk offered up because to me, at least, no see thru houses is huge in and of itself.

Zwerk~ Now you got me lookin at the water.              :blink:

#27
Rolo Kipp

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<frustrated...>

I've been trying to recreate your layout. How did you lay down k14_01?

Edit: Ok, NM. Figured it out.
To answer your question, no, k14 does *not* have a SAM or door. So the only way for a transition would be to lay down a transition.

<...and distracted>

Modifié par Rolo Kipp, 07 janvier 2013 - 12:12 .


#28
Zwerkules

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If the tile doesn't have a door or SAM, there's no problem with adding a door because it will only appear in areas built after the door was added.

#29
_six

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Not much to add to the discussion, however:

neat!

#30
T0r0

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So I think I kinda messed up today and I'm hoping I don't have to redo some work I've done.
Situation:
So it seems ttr01_v17(ship) and ttr01_u19(pier) both have an object repeated in both mdl's that overlay each other perfectly so it seems like 1 object. I'm referring to the ramp to the ship. There's a 3rd tile at play here also, ttr01_u17(land), which also makes use of ramp from v17 but doesn't have one of it's own.
(Follow so far?)
Due to the bad luck of working on u19 first, can I just delete the ramp from v17(ship) and add one to u17(land) ?? (Not likely, I'm thinking)
Main reason for asking is to find out if there are other situations similar to this that I should watch out for ?
I'll probably end up re-doing u19.....
*visual aid*
Posted Image

Modifié par T0r0, 09 janvier 2013 - 05:19 .


#31
T0r0

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Problem solved. Went back and started over and made it look stock........*sigh*

#32
T0r0

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Well I'm done with the piers. I have a few miscellaneous tiles to do and look through the ones Zwerk graciously donated.

Modifié par T0r0, 09 janvier 2013 - 11:32 .


#33
T0r0

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Posted Image
Posted Image

Modifié par T0r0, 09 janvier 2013 - 11:34 .


#34
The Amethyst Dragon

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Dang, T0r0. That's looking really, really nice.

#35
T0r0

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Thought the wizard tower needed a little sprucing up.
Posted Image

Modifié par T0r0, 14 janvier 2013 - 06:23 .


#36
Zwerkules

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Where do you find all those nice moss and vine and creeper textures? They really add a lot to the tiles.
I've been looking for a nice texture for rambling roses or at least a photo that could be turned into a texture for a long time now. Please tell me if you ever find one of those.

Modifié par Zwerkules, 14 janvier 2013 - 12:33 .


#37
Tarot Redhand

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@Zwerkules - found a couple of possibles for you on deviantArt. Not posting the pictures here as they are too large and you would need to be able to get the artist's handle for credits if you use either of them.

I think this is the better of the two, but you may think this is more use.

TR

#38
T0r0

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I got lucky with the vines. Got the idea driving on the highway, there was a wall full of them and I thought that looked good. Got home, did a google search for crawling vines and it was the first one that popped up.
Zwerk~ used your window texture on that tower(and some trim I think), hope you don't mind.

#39
T0r0

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Zwerk~ As we all know, image searching is an art form unto itself and most of the time it's the right terminology that bears the most fruit. When it comes to roses, "climbing rose bush" yielded many promising results at a quick glance.

#40
T0r0

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OK, question for you guys experienced working with tilesets. Up to this point I've only modified tiles 1 at a time. Say I load up a group in 3dsmax, (4 tile house), move 3 of the mdl's adjacent to each other. Make it look like it would in game. Fine. When it comes time to export, whats the easiest way to do this? Would I have to move every aurora mdl back to 0,0,0 , delete the other mdl's, rinse and repeat 4 times?
I tried using a setting in nwnmax mass export but that did not seem to work.
(later)
I actually tried something and wanted to know if this was wrong. So I imported all 4 tiles into my scene, adjusted their location. Then just exported each individual mdl base from where it was. It seems to work at quick inspection. So upon exportation, does it get centered automatically?

#41
cervantes35

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Toro I actually use Velmar's Tileset Creator  v 2.07 which is a set scripts developed for 3ds max to allow you to import whole multi-tile groups at once as they appear in game and work on them. Also allows mini-map creation and many other handy things. It's one handy tool I couldn't live without.

Check it out here!
nwvault.ign.com/View.php

Modifié par cervantes35, 16 janvier 2013 - 02:06 .


#42
OldTimeRadio

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TSC for the win.  Because the tutorial videos that came with TSC were a little on the meandering side, I found I had to watch them a couple of times before I really understood what was going on.  Aside from that, and the occasional ****up in the scripts, it's incredibly useful.  When doing any kind of tile work, I use TSC to do everything and only have to use something else when I need to make my .itp (palette) file, which I use JLen's Set Editor to create from the .set that TSC makes for me. 

I'm still floored that TSC was even made at all.  Along with VelsTools, it's a testament to the mad, mad skills Velmar posessed.

#43
T0r0

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Cervantes & OTR~ I think I have TSC already, it was part of "The Kit" OTR gave me. I always just closed it out though as I never loaded up entire tilesets or messed with .set file (usually made any changes to .set in notepad). Whats the difference between the 2 tutorial files on that vault page? I briefly looked at both files and they look the same. Meandering is right! Took me about 10 seconds to close it, I need to get in the right frame of mind.

#44
Rolo Kipp

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<looking for...>

How does the TSC compare with MDA's updated Set Editor?

Edit: Trying to be clearer than I was from my phone :-P I believe MDA's Set Editor is now working well with 1.69, how well is TSC working with 1.69 and what is the overlap (in .set creation).

I recall Bannor having some pretty detailed analysis of the SE drawbacks, but I think that was pre-MDA. Does the TSC suffer from similar (but different) drawbacks related to it's age?

Am I getting any clearer or should I just sit back down <down, wizard>
Hrmph. Right.

<...a matchup>

Modifié par Rolo Kipp, 16 janvier 2013 - 06:14 .


#45
OldTimeRadio

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T0r0 wrote...
Cervantes & OTR~ I think I have TSC already, it was part of "The Kit" OTR gave me.

I think what you're thinking of is OldMansBeard's CleanModels.  Unless I did another kit which contained  the latest scripts for TSC (Tile Set Creator).  This old radio might be fizzling a vacuum tube or two, memory-wise.

Doing this partly from memory but the absolute crash-crash course in TSC (once you have it installed in Max), go to the helpers panel and select NWN_Tileset.  Then select the TerrainList helper and drag-create a dummy anywhere on the screen, big enough so that you can click on it.  Click on it and on the modifiers tab for it, go all the way down and click on the Set Manager button.  Now you're in the set manager, proper, which is going to allow you to load up set files and then load features and groups as referenced in that set file.  This is where all the good stuff is.

It requires 3DS Max, won't work under GMax.  Just to be clear about that.

If you just want to start getting dirty and you don't care about watching and deciphering all the tutorial videos (yet, you will have to eventually), grab something like this, extract the tileset you want to your override directory, follow the directions above to get the Set Manager up, and load the set for the tileset you extracted to your override directory to start playing around.  When you're loading groups, be sure to check the box that loads TSC helper objects when it loads the groups.  You'll be able to start to get an idea how the helpers work.

@Rolo -
TSC basically provides an interface using abstract helper objects (that have nothing to do with NWN, per se) that it uses to make changes to your set file and all the crazy structures in it that require editing when you're editing new tiles or changing existing ones.  So, an analog which is much easier for me to describe is a situation where you have your appearances.2da and a bunch of creature models in your override directory.  You'd load up your appearances.2da and then select the creature to load, all from a MaxScript interface.  After loading it there would be a dummy helper object snapped around the model base which would have appearance.2da settings on it and when you made changes to those settings, it would make the appearance.2da setting edits for you instead of you having to load the 2da file up in notepad to edit as a secondary act. 

So you can do a lot of stuff with an individual set editor that you can also do in TSC.  TSC just provides an in-Max interface for most of it.

Modifié par OldTimeRadio, 16 janvier 2013 - 06:31 .


#46
T0r0

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OTR~ It may be my vacuum tubes that are fizzled. Bannor gave me some updated scripts around the same time so they were prob from him. I know it's not OMB's CM. That doesn't run in max unless there's something I don't know.

That link was handy to all the default stuff already sorted, awesome !

#47
cervantes35

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Toro since you seem to be working on the rural set I would created a folder and put all the ttr01 files into it (models, wokmeshes, textures and set file at a minium for this into the folder)

Now if you have TSC v2.07 installed open 3DS Max

1) On the top menu bar click MAXScript
2) On the drop down menu select Run Script
3) If TSC is installed correctly you should have a folder called nwn-set
4) Open the folder and double click set-manager (set manager sholud now open pictured below)
5) Select the load set button and navigate to the folder with the rural files in it and double click on the ttr01 set file
6) Doing this should populate your left frame with a list of all your tiles and the right frame will be popualated with all your groups
7) Select the group you want to edit and at the bottom in the model import section, select the model only option and click the load group button
8) I selected the wizard tower as an example, edit your group as you see fit then export your group

Posted Image

Note: You don't have to uncompile the models either as the set manager will uncomile them for you when it loads them if I remember correctly, I just happen to have the city tiles uncompiled on my desktop.

Modifié par cervantes35, 17 janvier 2013 - 03:35 .


#48
T0r0

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Cervantes~ Thumbs up for you good sir ! I don't know how to "like" your post.

#49
T0r0

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I officially hate groups.........
btw some of the anims are getting fubared (like fountain behind neutral temple. Is there a quick easy way to fix them ? maybe importing them from original tile ?

Posted Image

#50
Zwerkules

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T0r0 wrote...

I officially hate groups.........
btw some of the anims are getting fubared (like fountain behind neutral temple. Is there a quick easy way to fix them ? maybe importing them from original tile ?

There's a little problem with emitters and a big problem with night/day animations or other animations that change the alpha of a texture.
While there should be a list like this:
selfillumcolorkey
0.0 0.0 0.0 0.0
0.3 0.0 0.0 0.0
endlist
or
alphakey
0.0 0.0
0.3 0.5
endlist
the Bioware tiles just have a short version like
selfillumcolor 0.0 0.0 0.0
or
alpha 0.5
which will not get exportet correctly and will disappear completely.
The same happens with birthratekey and birthrate.
The export routine ignores those if they are not a list of keys.
So you either have to open your file in a text editor and copy the animations from the original file or you manually add key lists instead of
just 'alpha 0.0', 'selfillumcolor 1.0 1.0 1.0' or birthrate 3.
If you just copy the animations from the original file they will be gone again if you have to work on that tile and export it, so only do that if you have finished working on that tile.
If there are proper key lists in the animations they usually don't get 'damaged' when exported.

If the windows use lights you also have to make sure that the nDynamicType of the light stays the same as in the original file. If that is changed (and it unfortunately happens) it can cause bad lag.

Edit: Sorry, formating got destroyed. The lists look better with indentation.

Modifié par Zwerkules, 23 janvier 2013 - 03:52 .