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Toro's Rural Expansion !!


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#101
T0r0

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So folks, Reluctantly I decided to raise the entire tileset due to technical reasons. Unfortunately this will mean more work for the end-user if integrating into an already existing module but I think you will find it worthwhile.
(OMB's new CM3.5 made this, literally, a 15 min job.)

Posted Image

Posted Image

Bear with me while I go back and check everything. I will still upload/update to dropbox as I go while still in beta.

#102
Nevercallmebyname

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That looks awesome.

#103
NWN_baba yaga

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Really nice work toro. If I can add some suggestions now that i tested your version the transition terrain into the forest could be improved alot using 2 tiles from _six wildwoods. They may fit perfectly with your wonderfull tree terrain which is the best i´ve seen. So just a bit more love to the forest implementation. The old forest does not come close to your expansion in quality ;)

Modifié par NWN_baba yaga, 30 juillet 2013 - 12:51 .


#104
T0r0

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Well actually baba, I used zwerks forest override which made a big difference but now that I raised the tileset, this wont work anymore so I'll bave to revisit this for sure.

#105
T0r0

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Just have to share this.

So, as I mentioned a few posts above, I needed to raise my tileset 5m to accommodate some changes. And although I'm excited about the change, it kinda bummed me out too because raising the tileset complicates things for the end-user when integrating with a pre existing module. Namely that anything that was placed would need to be lifted also. You can imagine that in a large module this would be no easy chore.

Well (huge) thanks to pope_leo, I think we have a solution. I just did a quick  test in a small module with success.
I'll qoute below pm from  pope_leo :

Script to raise items:
gist.github.com/jd28/6120585

You need Moneo for this, Don't worry, it's painless and easy.  FunkySwerve lays it all out in laymans terms.
Read about this here:
social.bioware.com/forum/1/topic/192/index/8671187

"The example script in the link above goes through all rural areas,
creates a list of corresponding git files, then updates those and saves
the module.
 

  I updated it again to raise all instances. If I were you I'd test
this both in the toolset and directly to game, things might look right
in one but not in the other. There are couple of other things that
should be tested: 1) do trigger, encounter vertices need to be raised or
are they in terms of the object's origin. 2) Same thing for spawn
points.

In the case of the tileset I add a new line to make that easier to edit (same URL as above):
$tileset_filter = "ttr01";

If you wanted to switch to crypt you'd change that line to:
$tileset_filter = "tdc01";     "


Hoorah !!

Modifié par T0r0, 01 août 2013 - 02:10 .


#106
T0r0

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@baba  something like this ?

Posted Image

I still have to rework those transition tiles.

#107
NWN_baba yaga

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Yo. Thats perfect imo. It reminds me of an area i knew in my childhood which image i never forget. We played there catch me if you can hours whenever we could hehe. Thanks man;)

Just one little thing, have you thought about replacing the splotch texture? Looking a bit off the color palette now.

When are you updating your hak btw?

Modifié par NWN_baba yaga, 05 août 2013 - 09:25 .


#108
henesua

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very nice

#109
T0r0

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Yes, that immediate area right in front of the forest is what I meant by transition tiles. Give me a week or so for next update.
Thanks to six for permission to kidnap his baby. :)

#110
henesua

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indeed. many thanks to six. I've got the other baby!

AND this means that your tileset will work nicely with wildwoods. It would be nice if we can specify those edge tiles for areas next to forest, and have grass for other edges. Is that possible?

#111
T0r0

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Raised and updated.

@H ~ I don't follow, forest have edge tiles as do grass. I also fixed a looong time ago the missing edge tile from cep for grass/forest tile.

#112
T0r0

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Posted Image

I'm open to any walkmesh experts to examine the wok of that palisade platform to see if it can be improved upon.

#113
henesua

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T0r0,

first of all, great work. nice lookign screenshots.

Second:

T0r0 wrote...

@H ~ I don't follow, forest have edge tiles as do grass. I also fixed a looong time ago the missing edge tile from cep for grass/forest tile.


I was referring to how we can control where that wildwoodsy forest edge shows up. It appears to be showing up adjacent grass tiles. In some cases I would like that. In others I would like to have a grass edge tile show up when standing on a grass tile.

Is it possible for a builder to control where that wildwoods edge shows up? It would be nice to have infinite grass edges at some locations, and infinite forest edges at others depending on what you want the players to be transitioning to.

#114
Michael DarkAngel

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henesua wrote...

Is it possible for a builder to control where that wildwoods edge shows up? It would be nice to have infinite grass edges at some locations, and infinite forest edges at others depending on what you want the players to be transitioning to.


Not sure if this will answer your question.

Edge tiles are determined by the corners and crosser (if present) of the tile being placed.  So in theory, you could, but I think it would be a lot more work for the builder, and it has the potential to cause problems when placing interior tiles as well.


Posted Image
 MDA

#115
AlgernonsGhost

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henesua wrote...

T0r0,

first of all, great work. nice lookign screenshots.

Second:

T0r0 wrote...

@H ~ I don't follow, forest have edge tiles as do grass. I also fixed a looong time ago the missing edge tile from cep for grass/forest tile.


I was referring to how we can control where that wildwoodsy forest edge shows up. It appears to be showing up adjacent grass tiles. In some cases I would like that. In others I would like to have a grass edge tile show up when standing on a grass tile.

Is it possible for a builder to control where that wildwoods edge shows up? It would be nice to have infinite grass edges at some locations, and infinite forest edges at others depending on what you want the players to be transitioning to.

If I'm understanding what you mean (and maybe I'm not), the wildwoods forest tiles are part of the set, so you can place a forest anywhere in a rural area. If you place the tiles along the edge of the area, you'll get off-area forest edge tiles. If you leave grass, you'll get off-area grass edge tiles.

So, if your players head into forest when transitioning all along the southern edge of a rural area, then place the forest tiles along the southern edge however deep you want. Are you using a seamless transition system? It's great for that.

#116
T0r0

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Hensua upgraded the seamless transition script. I think itls on his project page.

#117
AlgernonsGhost

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Ohhhhh, yeah, I remember you telling me about that months ago now.

I'm not sure if I helped with his question. For me, it's a design issue that's great to have solved (though I'm still using the BioWare forest tiles in rural, and remaking those). My outdoor areas are 16 x 16, so there's plenty of room in an area to run a forest edge a couple tiles deep or more, and still have space for rural stuff. Transitioning out of the woods straight to plain rural grass sure has a way of breaking immersion.

#118
AlgernonsGhost

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By the way, Toro's set is already used on The Vast, and I've updated a lot of the rural areas to use the new hills and roads.

I'm using a version pre-5m raise though, and customizing from there. I've chosen and/or modified different textures for the grass and some of the foliage to give it a greener, more watered look. I'll get some screens posted here soon.

#119
T0r0

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Posted Image

Question: In the second screenshot I used a door from tno, I love the way it open and closes. Gives the impression of being massively solid. It works fine I think but because I didn't define it in doortypes 2da (I don't have a custom doortype 2da) , I get a warning in toolset about missing model when I click on its properties. As far as I can tell, this is only a warning and does not impact or detract in anyway from using it. So unless there's something I'm overlooking about doors, my question is
 Is this bad form to leave as is ?
 

#120
Pstemarie

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T0r0 wrote...

Question: In the second screenshot I used a door from tno, I love the way it open and closes. Gives the impression of being massively solid. It works fine I think but because I didn't define it in doortypes 2da (I don't have a custom doortype 2da) , I get a warning in toolset about missing model when I click on its properties. As far as I can tell, this is only a warning and does not impact or detract in anyway from using it. So unless there's something I'm overlooking about doors, my question is
 Is this bad form to leave as is ?
 


I ran into this issue when I made the wooden fort interior. The door is not defined for use with TTR and thus the toolset doesn't like it. In my case, not having the doors defined for my new tileset caused issues in the game and toolset. 

#121
T0r0

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What sort of issues ?

#122
Pstemarie

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T0r0 wrote...

What sort of issues ?


Keep in mind my issues were from a cloned and renamed tileset that had no doors defined for it...

In game the door did not appear or if it did, it crashed the game when I tried to use it. Also, I could not modify any of the parameters for the door in the toolset - making it pretty useless. Furthermore, in the toolset, it would crash if I tried to remove the tile once it was placed. I also had one instance where it crashed the toolset when trying to load the area.

I personally think its amazing you've gotten so far without a custom doortypes.2da, but I don't think its going to be a big issue for you to add one door.  Builders are used to having to merge 2da files. Bioware has several reserved lines that are never going to be used: 116, 161-164

You also have Bioware's built-in user reserved lines: 117-141, 147-160

Project Q has the doortypes.2da reserved upto line 900 (including the CTP reserved range). I'd be more than glad to reserve some space in there for you as well. Also, since I plan on using this tileset for my module I'll be more than glad to keep it Q compatible.

Option #2 - Replace one of the original door models with the sturdier door model (i.e. copy and rename) you now use. If the shape is different, you just have to remodel the doorways on the tiles where that door will be used. Then you don't have to worry about the 2da.

Modifié par Pstemarie, 27 août 2013 - 10:56 .


#123
henesua

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T0r0, I'm loving the look of this tileset. The dry look is perfect for what I want to do (and that includes merging your work with an updated Coulisfu's Oriental Rural.) I'll be getting to this work in a few months when the project I am working on gets to that part of the module.

For the time being I am enjoying the view from where I stand.

Modifié par henesua, 28 août 2013 - 02:25 .


#124
T0r0

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I'm mostly done.
I just need to expand the streams on the 2.5m (gentle hill) terrain. Been putting it off to be honest because of emitters on the water. I'm just not good enough with them yet.

Add maybe a few more features(or groups), preferably transition types that can lead to other tilesets.

Ands that's about it, I'd be comfortable releasing a final version if I can accomplish those 2 goals.

(Well maybe not so final, I'd still update it once in awhile. I don't think I'd take on any other tilesets so rural will always be my priority. For some reason, I have a soft spot for rural).

@Pstemarie, Henesua, AlgernonsGhost - Makes me feel all warm and fuzzy that you guys intend to use it. In AG's case, he has used it. It was actually the first time I saw my project in use. Feels good !!

#125
Pstemarie

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T0r0 wrote...

I'm mostly done.
I just need to expand the streams on the 2.5m (gentle hill) terrain. Been putting it off to be honest because of emitters on the water. I'm just not good enough with them yet.


Do like we all do for your emitters - find some you like from another tileset and "borrow" them. :bandit: