I am totally on-board with the grassrim idea! However, I am worried about the texture deformation or smearing due to elevated terrains 0__0 Is it an issue?
Toro's Rural Expansion !!
Débuté par
T0r0
, nov. 04 2012 04:51
#76
Posté 05 mai 2013 - 05:15
#77
Posté 05 mai 2013 - 05:28
Everything I altered I've remapped.
#78
Posté 23 mai 2013 - 01:34
As I may or may have not mentioned before this is my modest attempt at a
rural expansion. I wanted something that was as compatible as can be to
what's out there that I would use myself. To me, compatibility-wise,
that's means 2 projects, Q and CEP. Fortunately, in regards to
ttr01(rural tileset), there is only 1 inconsistency between the 2.
- Standard bioware ttr01 has 283 tiles which is actually up to [TILE282]
- Q included the 2x2 turfhouse (4 tiles) but didn't fix or modify it in anyway so I doubt anyone uses it. i.e. up to [TILE286]
-CEP included 370 tiles, up to [TILE653] of which [TILE283] thru
[TILE499] are padded (empty). So actually it's only around 150 tiles.
So in regards to the set file, we're good. PQ's four added tiles will
overwrite padding in the cep set file. I'll keep the references in there
so as not to break anything. I combined the 2 set files into one and
used that as my base so it is compatible with standard, PQ and CEP
projects. Seeing as cep will not likely see any tileset updates, I've been filling in the padded tiles starting at 300.
Despite my feelings on CEP as a whole, the the rural expansion in CEP isn't bad. I only have a few issues with it.
No need to list all the changes I've made because I've touched/modded
every single tile in it. Rest assured, I strive to always keep things
close to their original intent. Just to mention a few changes to the CEP
tiles:
1.There are quite a few sparklies due to verts not snapped. (I intend to look through them all and fix this)
2. Gentle hill terrain is not very practical, it leaves a pyramid shape that
isn't natural. I've already remade these and expanded upon it a great
deal with roads. These are based off zeon's better roads for waylands
hills.
3. In the groups sections there are 4 groups of towers that need an overhaul. I need assistance with this. Can someone donate 4 towers or reccomend 4 ((2x2 tiles (towers) tp replace these.
Progress so far:
85% of standard bioware tiles are done.
70% of expanded hill terrain with roads is done
50% of all cep tiles have been checked, retouched to match up.
So if someone can help me out with those 4 towers I'd really appreciate it. I can provide specifics if needed.
Oh one more thing:
Will changing/ adding to the ttr01palstd.itp break compatibilty in any way with areas already built ? I don't think so but wanted others input.
If not, whats the latest and greatest tool to add to an exisiting itp?
rural expansion. I wanted something that was as compatible as can be to
what's out there that I would use myself. To me, compatibility-wise,
that's means 2 projects, Q and CEP. Fortunately, in regards to
ttr01(rural tileset), there is only 1 inconsistency between the 2.
- Standard bioware ttr01 has 283 tiles which is actually up to [TILE282]
- Q included the 2x2 turfhouse (4 tiles) but didn't fix or modify it in anyway so I doubt anyone uses it. i.e. up to [TILE286]
-CEP included 370 tiles, up to [TILE653] of which [TILE283] thru
[TILE499] are padded (empty). So actually it's only around 150 tiles.
So in regards to the set file, we're good. PQ's four added tiles will
overwrite padding in the cep set file. I'll keep the references in there
so as not to break anything. I combined the 2 set files into one and
used that as my base so it is compatible with standard, PQ and CEP
projects. Seeing as cep will not likely see any tileset updates, I've been filling in the padded tiles starting at 300.
Despite my feelings on CEP as a whole, the the rural expansion in CEP isn't bad. I only have a few issues with it.
No need to list all the changes I've made because I've touched/modded
every single tile in it. Rest assured, I strive to always keep things
close to their original intent. Just to mention a few changes to the CEP
tiles:
1.There are quite a few sparklies due to verts not snapped. (I intend to look through them all and fix this)
2. Gentle hill terrain is not very practical, it leaves a pyramid shape that
isn't natural. I've already remade these and expanded upon it a great
deal with roads. These are based off zeon's better roads for waylands
hills.
3. In the groups sections there are 4 groups of towers that need an overhaul. I need assistance with this. Can someone donate 4 towers or reccomend 4 ((2x2 tiles (towers) tp replace these.
Progress so far:
85% of standard bioware tiles are done.
70% of expanded hill terrain with roads is done
50% of all cep tiles have been checked, retouched to match up.
So if someone can help me out with those 4 towers I'd really appreciate it. I can provide specifics if needed.
Oh one more thing:
Will changing/ adding to the ttr01palstd.itp break compatibilty in any way with areas already built ? I don't think so but wanted others input.
If not, whats the latest and greatest tool to add to an exisiting itp?
Modifié par T0r0, 23 mai 2013 - 01:36 .
#79
Posté 23 mai 2013 - 01:48
And these are the towers that I think need an update:
#80
Posté 23 mai 2013 - 07:41
<sending out...>
All I can contribute is awe and gratitude :-)
I *will* be using this in Amethyst when you are done.
Re towers: all I can say is there are a few great building builders here and I hope one or more see the value in providing upgrades for you :-)
<...positive waves>
All I can contribute is awe and gratitude :-)
I *will* be using this in Amethyst when you are done.
Re towers: all I can say is there are a few great building builders here and I hope one or more see the value in providing upgrades for you :-)
<...positive waves>
#81
Posté 23 mai 2013 - 08:08
2 of the towers look like just "corners" from the city good_castle and evil_castle terrain. I have no time to help you toro but my little advice would be to remodel them completely or use the tno towers. When i think something is more a headache to retexture i just redo it so it fits my textures and in the area placed with some other groups/ features. Problem is to many contributers do to many different things in style and shape and your work with this project is looking so good that I´m sure you can do them way better yourself
#82
Posté 24 mai 2013 - 12:35
~Baba, it's those middle round towers that need to be replaced, not the corners one.
http://nwvault.ign.c....Detail&id=3127
Disclaimer: Hats off to Velmars, one of the greats ! But I still think these need to be replaced.
I'll find something I guess. I'll push that to the side for now and revisit later.
So last question stands:
Will changing/ adding to the ttr01palstd.itp break compatibilty in any way with areas already built with a different ttr01palstd.itp ?
http://nwvault.ign.c....Detail&id=3127
Disclaimer: Hats off to Velmars, one of the greats ! But I still think these need to be replaced.
I'll find something I guess. I'll push that to the side for now and revisit later.
So last question stands:
Will changing/ adding to the ttr01palstd.itp break compatibilty in any way with areas already built with a different ttr01palstd.itp ?
#83
Posté 08 juin 2013 - 02:48

*arrows point to missing edge tiles, funky shadows and visible seams*
Modifié par T0r0, 09 juin 2013 - 05:57 .
#84
Posté 09 juin 2013 - 05:54

Wasn't happy with the high bridge because the 100ft posts were ugly and the texture visibly repeated. So replaced with city docks (remapped by six). The stone pillars look better than the posts raised at that height. (makes more sense to me). Also no see thru when viewed from below.
Modifié par T0r0, 09 juin 2013 - 06:02 .
#85
Posté 25 juin 2013 - 04:36
Toro, I am playing with your rural, and integration with Coulisfu's Oriental Rural.
The first thing that struck me was that the trees have not been updated yet. Where can we get our hands on those new trees?
The first thing that struck me was that the trees have not been updated yet. Where can we get our hands on those new trees?
#86
Posté 25 juin 2013 - 08:15
H,, very timely inquiry. Just today I think i've finally finished almost all of it.
The 4 towers are holding me back and I might add a few extra simple features from various tilesets (with permission of course).
So if anyone has any suggestions from an existing resource that they think might be a good addition, now its the time to suggest.
The 4 towers are holding me back and I might add a few extra simple features from various tilesets (with permission of course).
So if anyone has any suggestions from an existing resource that they think might be a good addition, now its the time to suggest.
#87
Posté 25 juin 2013 - 08:41
Some additions to the standard rural that I like:
I haven't done much more with those towers. Once I got a look at how messed up they were, and started going off in my own direction I realized that an override was not my cup of tea. i'm even more impressed with what you've done now that i've tried my hand at it.
- asymmetric's dhows
- coulisfu's oriental rural
- helvene's trees (only included for completeness since I want to use your trees instead)
I haven't done much more with those towers. Once I got a look at how messed up they were, and started going off in my own direction I realized that an override was not my cup of tea. i'm even more impressed with what you've done now that i've tried my hand at it.
Modifié par henesua, 25 juin 2013 - 08:44 .
#88
Posté 26 juin 2013 - 01:17
In the case of the 4 towers (and only this case! , lest people believe that I did the same with most other tiles), I am NOT looking to match up everything door for door. These were done in 2002 and correct me if I'm wrong, but I believe most people aren't using them lately. So a total replacement isn't a big deal.
So my only prereq for these is that it is a 2x2 area and be somewhat different so people could make use of all 4
As of now, I've been scouting for replacements and only found 1 so far, (in tno 2x2 tower).
Although I'm familliar with the vault and all it's goodies, I'm not much of a builder so I don't really play with alot of tilesets other than what happens to be in the PW that I play on.
I'll find something tho, no worries !
So my only prereq for these is that it is a 2x2 area and be somewhat different so people could make use of all 4
As of now, I've been scouting for replacements and only found 1 so far, (in tno 2x2 tower).
Although I'm familliar with the vault and all it's goodies, I'm not much of a builder so I don't really play with alot of tilesets other than what happens to be in the PW that I play on.
I'll find something tho, no worries !
#89
Posté 26 juin 2013 - 03:31
I would request a little more cliff side enhancements used in raise lower terrains. I like what Chico did in his nwncq. It is probably my favorite feature of that override and the only piece I miss from using this instead of his as it affects not only this tile set but tropical as well. I can post screen shots if requested.
#90
Posté 26 juin 2013 - 12:49
Sure, show me an example. Please note that I will not alter the functionality of an existing tile but can easily just add it as an addition.
I used chico's very briefly many years ago but removed it almost immediately when I discovered trees where there aught not to be.
I used chico's very briefly many years ago but removed it almost immediately when I discovered trees where there aught not to be.
#91
Posté 26 juin 2013 - 04:18
T0r0, are you going to fork this project?
At this point it looks like the override package and the tileset extension will have significantly different resources. I think it would be useful to manage them and present them as different entities to players and builders.
At this point it looks like the override package and the tileset extension will have significantly different resources. I think it would be useful to manage them and present them as different entities to players and builders.
#92
Posté 26 juin 2013 - 04:36
H,, you're always one step ahead of the game. This will pretty much be a separate project that can be used as an override if you wish, much like zwerks expansions.
title of the thread notwithstanding, I'll prob keep on the vault the override version as a lite version, and replace the hak version with this with clear instructions on any incompatibilties
title of the thread notwithstanding, I'll prob keep on the vault the override version as a lite version, and replace the hak version with this with clear instructions on any incompatibilties
#93
Posté 30 juin 2013 - 02:34
Nice looking mod. I've currently got NWNCQ installed. Although I've a rather large override folder I'm a total noob at NWN modding...
I tried the Feb 2013 override and whilst I can see changes the full grass tiles seem to remain unchanged. ie I get cart track roads but the full grass tiles next to them remain the same as before. I get the new tufts of grass spread over then older colours. I had a poke around, the ttr01_grass02.tga file is in my override folder and is the version of the file from your mod. It probably makes a difference so I'll mention that I've not removed NWNCQ prior to applying this mod, I'm using a mod manager so I can easily add files and reverse the changes.
Any tips on what might be happening? Conflict with nwncq?
Many thnaks.
-kaos
I tried the Feb 2013 override and whilst I can see changes the full grass tiles seem to remain unchanged. ie I get cart track roads but the full grass tiles next to them remain the same as before. I get the new tufts of grass spread over then older colours. I had a poke around, the ttr01_grass02.tga file is in my override folder and is the version of the file from your mod. It probably makes a difference so I'll mention that I've not removed NWNCQ prior to applying this mod, I'm using a mod manager so I can easily add files and reverse the changes.
Any tips on what might be happening? Conflict with nwncq?
Many thnaks.
-kaos
Modifié par MrKWMonk, 30 juin 2013 - 02:44 .
#94
Posté 30 juin 2013 - 07:51
I was just thinking about your dilemma with the trees. Why not use a bit of all of them? It looks quite good to have varied textures and foliage. You could do Helvene's, Six's, Maybe even a bit of Wormz and the mentioned LSD trees or whatever their name is. True, the resources would go a bit up in your pack, but I would think nothing too dramatic? The ambiance impact would certainly be remarkable! ^__^
#95
Posté 30 juin 2013 - 09:04
MrKWMonk ~ my guess is you have a conflict with ttr01 setfile. So either you have an incorrect one or you have one taking a higher priority than the one in the override.
It all depends on what you're doing, playing on PW, single, or mod with a hak.
If the conflict is with nwncq ttr01 set file then you have to learn how to merge them. I've never specifically looked at nwncq ttr01 set file so I couldn't tell you how time consuming it would be. If and when conflicts appear, it would be your personal choice as to which one you'd want.
As a rule of thumb, until you know how all the pieces (files) relate to one another, it's not a good idea to mix overrides that overlap.
It all depends on what you're doing, playing on PW, single, or mod with a hak.
If the conflict is with nwncq ttr01 set file then you have to learn how to merge them. I've never specifically looked at nwncq ttr01 set file so I couldn't tell you how time consuming it would be. If and when conflicts appear, it would be your personal choice as to which one you'd want.
As a rule of thumb, until you know how all the pieces (files) relate to one another, it's not a good idea to mix overrides that overlap.
#96
Posté 01 juillet 2013 - 09:15
Thanks, thought was probably the case. I tried your mod on a copy of my override folder without NWNCQ and it worked flawlessly.
Thankfully diskspace is cheap these days... Think I'll just keep both so I keep swap btwn them when I like.
Thanks for sharing.
Thankfully diskspace is cheap these days... Think I'll just keep both so I keep swap btwn them when I like.
Thanks for sharing.
#97
Posté 01 juillet 2013 - 04:22
You could try and merge them. It IS a better option! ^__^
#98
Posté 25 juillet 2013 - 01:43
So I'm providing a link to a beta version of my modest attempt at an expansion:
So to recap, my goals were to make this compatible with Q and CEP.
Expand the roads.
Replace tress.
Iron out issues from cep tiles.
Expand and build upon cep tiles.
This expansion is not meant to be a one in all combo tileset that replaces it all. I honestly do not have the know how for that. It does strive to improve upon the rural if you happen to already be using the ttr01 rural tileset.
Feel free to pick apart/ retexture/ etc/ as I realize my texture choices are not to everyone's liking.
So to recap, my goals were to make this compatible with Q and CEP.
Expand the roads.
Replace tress.
Iron out issues from cep tiles.
Expand and build upon cep tiles.
This expansion is not meant to be a one in all combo tileset that replaces it all. I honestly do not have the know how for that. It does strive to improve upon the rural if you happen to already be using the ttr01 rural tileset.
Feel free to pick apart/ retexture/ etc/ as I realize my texture choices are not to everyone's liking.
Modifié par T0r0, 18 décembre 2013 - 02:11 .
#99
Posté 25 juillet 2013 - 05:16
thanks toro. Will test it out after work
#100
Posté 25 juillet 2013 - 05:46
Thanks a lot, Toro! Regarding the tile I mentioned before, after checking it in-game, it turned out to be well and good. In fact, many of the tiles showed weirdly in NWN Explorer, but all of them were right in-game. 0__0
Now, these are the pics I mentioned, the ones you didn't touch in your expansion, but I believe could work great with your textures.

Of course, these are just examples. I am sure you can do much better!

Great expansion! Thank you so much for sharing it with us! Not only does it make TTR look amazing, but it made me re-think tilesets and what we can do with them. ^__^
Now, these are the pics I mentioned, the ones you didn't touch in your expansion, but I believe could work great with your textures.

Of course, these are just examples. I am sure you can do much better!

Great expansion! Thank you so much for sharing it with us! Not only does it make TTR look amazing, but it made me re-think tilesets and what we can do with them. ^__^
Modifié par Master Jax, 25 juillet 2013 - 09:31 .





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