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Toro's Rural Expansion !!


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#51
T0r0

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I'm done with the groups that referenced the tni01 tileset, so no more city ground textures.The affected mdl's have been renamed to ttr01 so as not to cause changes to the tni01 tileset

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Worry not, I used the creeper vines sparingly. They only appear on this building and the wizard tower.

Modifié par T0r0, 28 janvier 2013 - 06:43 .


#52
T0r0

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Cloak Tower and evil temple are from _six's CC city exterior and included with his consent. Thxs.

Evil Temple appropriately dark and sinister:

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Modifié par T0r0, 29 janvier 2013 - 04:45 .


#53
henesua

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Beautiful work.

#54
T0r0

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I must've redid this group like 4 times already.

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#55
T0r0

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So at some point I really should change the title of this thread,,
*mods if you can, just call it " Toro's Rural Override" or someone pm me on how.

Well it's done for now, up on the vault. Link is in my sig.
Enjoy and I hope it enriches your rural areas a bit.
*hides from thrown tomatoes*

#56
T0r0

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Because anything that messes up the rural drives me nuts. For those that use CEP and Zwerk's bioforest override (if you're not, what's wrong with you ? )

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Only 1 dds file to blend the forest tile into the grass. Will work without my override in the mix. I don't know if this is worth putting up on vault tho, I'll send to those interested tho.

*both pics are with new dds, just grass enabled/disabled to show the blending*

Modifié par T0r0, 21 février 2013 - 04:46 .


#57
NWN_baba yaga

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Essential to have a forest/rural transition imo. I always loved the idea to have goblinoids, trolls or just brigands coming out of the near forest and ambush the village your adventure group is traveling trough. all this ambush setup or rampage in one area without a atmosphere breaking transition.

Modifié par NWN_baba yaga, 19 février 2013 - 08:12 .


#58
T0r0

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Couldn't have happened without you Baba. Thank you.

#59
T0r0

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Update:
Well I've gotten the bug to expand the ol'rural. I've started with a complete rework of a classic , zeon's improved hill roads, for the rural :
nwvault.ign.com/View.php

I loved these, however the whole DOA builder base was plagued with show stopping shadow bugs.
I've reworked every single tile in every single way. So far, no crazy shadows.

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Most of the plain tiles (no trees or rock) are done. There is where I hit the first crossroads in my project. I'd like to add some trees but until now I've been reluctant because I dont know which to add. Obviously standard bioware trees are out. IMHO there are 3 choices:
1. Q trees
2. Lord Sullivan Trees
3. Helvene's

1. There is no question on Q's quality and that the Q project is/will grow. So being  compatible with this project is a no brainer. This choice will also provide for more in common with TNO. An additional pro is that they are similar in size too. I also think these are very efficient and the white halo effect when alpha layers overlap is hardly noticable.
*disclaimer to Q* I'm just thinking aloud here, I've no intention of releasing any of your content without your permission*
2. LS trees are awesome too but big, I've had word from him a couple months ago that he was still plugging away on an update, but who knows.
3.Helvene's is mostly complete and would probably require the less work. However I'm not too thrilled with them anymore and I do take a lag hit with them.I find them inefficient in a few ways however I have the upmost respect for this work.

2nd crossroads:
Just thinking ahead here but when I release this it will obviously only be in hak form. I've looked at both Project Q and CEP rural set file and I can (90% sure) merge the 2 without any conflicts to exisiting modules and PW's. Will a modified palstd.itp file crash an already made module with a different version of palstd.itp file ?

I'm also thinking when all is said and done, My setfile will expand on CEP expansion of the rural. so it's comaptible for more people. I dislike it as much as all here but it's a fact that it's being used out there so to ignore it just alienates more people. Anyway the CEP rural (and all tilesets) are self contained so you don't even have to use the whole thing if the tilesets are all you want. Plus it isn't bad except for a couple of features that I personally would not have chosen.

Thoughts?

#60
henesua

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Great work, T0r0. This is looking impressive.
Thoughts on the trees:I like the Project Q trees too. I assume you are talking about replicating the way Q does that foliage, and I think that is a good plan.
With that in mind however I don't see a need for replicating the Project Q tree shape. The Q trees are more or less columnar, broad leafed trees. Seems to me that that is not a typical tree form in a dry rural environment. Often in an open environment you get solitary spreading trees. In the central valley of California for example you get the left over Valley Oaks. Once these grew in Riparian forests along the rivers and creeks, and a few of these stands still exist. I've seen them bunched together growing taller than wide, with fig and grape vines climbing on them. But as is typical once the land was plowed under the surviving trees are solitary, and they spread wider than they are tall.
But anyway too many words. This is a typical rural tree. The photo is not a cultivated environment, but you get the idea. A broad spreading solitary tree in a field is an iconic rural image:.
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#61
Rolo Kipp

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<not trying to get lost...>

Out of curiosity, what about the LS trees is too big? The dimensions of the model? They are very easy to scale and although he's only done linden trees afaik, they have an interesting geometry and quite decent (and low impact) textures for all seasons.

<...in another woods>

#62
T0r0

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H, you're a scholar and a gentleman. For me to make a tree like that will derail me for who knows. You should know this :P
I'm more Hudson valley kinda of guy. I was always think of my rural of winter/fall in the northeast. I know I should put pines and yellow/red trees but I don't want to limit it. This is a pro for LS trees, beautiful red/yellow foilage.

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RK~ Yes, I realize the scale is not a huge issue and they are quite nice. But like you said there are only those. It's basically one tree with 3 or 4 foilage IIRC. He pm'd a cpl months ago about a forthcoming update but no word since.

Modifié par T0r0, 13 mars 2013 - 02:52 .


#63
henesua

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Your rural set doesn't look east coast to me (wet summers). It looks more mediterranean (dry summers). But I certainly don't want to derail ya.

And I think trying out a few colorful trees could be interesting.

#64
cervantes35

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Go with your gut Toro I am sure it will be tremendous.

#65
T0r0

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Well,  had to start over a while back but I haven't been asleep at the wheel. I'm not even close but thought I'd post some WIP's.
This will be Q and CEP compatible.

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I axed the painted treeline wall completely for a real treeline but kept the black shadow on floor in the unwalkable areas. It works well.

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Modifié par T0r0, 01 mai 2013 - 02:31 .


#66
Rolo Kipp

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<hugging...>

Gorgeous! Even that road is gorgeous :-)
And the tree wall... Fantastic!

<...every tree>

#67
The Amethyst Dragon

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We wants it, we does. So....how many months before we can get our grasping fingers on this fine work?

#68
henesua

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nicely done

#69
NWN_baba yaga

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very cool toro. The tree terrain is really outstanding :) Love the shape of the hills too:)

#70
Master Jax

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A MA ZING... 0____________________0
You read my mind about the tree wall. I never tackled it cause I thought it would make the tiles too resource intensive and bring up issues with encounter and spawn perception...
And gosh... the uneven terrain looks awesome...

#71
NWN_baba yaga

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heya Toro,

ready to release your awesome trees at least? I really want them :)

#72
Pstemarie

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Toro this is really shaping up to be a great piece of work. I look forward to using it.

#73
cervantes35

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Looks really good Toro. I see you learned to use the txi well for all your trees. Grass even looks more defined did you use a txi on it as well?

Modifié par cervantes35, 04 mai 2013 - 01:52 .


#74
T0r0

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Cmon guys, It's no biggie. As I mentioned before in this thread (and to some of you ), it's mostly Q foliage, so credit to PQ and six. I'm just doing a lil grunt work. ;)

It's mostly 3 projects in one:
1. A complete rework of zeon hill roads with better terrain that will override all the cep hill terrain.
2. Complete rework of treeline and replace all bio trees and all cep tile trees to match the treeline.
3. Very subtle change too elevated terrain where top grass rim is slanted downward a bit.
example of #3
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As I also mentioned above somewhere, if PQ doesn't want me to release this , I won't.
ETA : ??

Modifié par T0r0, 05 mai 2013 - 04:15 .


#75
cervantes35

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No, Toro we can't wait to see It. It looks really awesome your doing a great job keep it up, just don't keep us in suspense to much longer.

Modifié par cervantes35, 05 mai 2013 - 04:16 .