More pictures!
Toro's Rural Expansion !!
Débuté par
T0r0
, nov. 04 2012 04:51
#126
Posté 28 août 2013 - 08:39
#127
Posté 31 août 2013 - 07:36
So I've been tweaking the palisade wall with platform. As you can imagine tweaking the walkmesh yields different results. So this is what I settled for:
Range attack between platform and outside wall is ok. When out of ammo, Enemies will rush the wall and at the base will become untargetable, both ways. Sortof using the wall for cover. Acceptable I think.
I'm assuming some scripting solution or trigger is possible at this point to break off combat and make the enemy do something else, like run off in different direction or maybe even climb the wall.
Exception to this behavior is hill / fire giant sized npc. They can melee over the wall, as can those on platform against them. Ogres are too small.
I'm sure someone with a better knowledge of reach and how nwn handles this could tweak this even better.
As it is, it's the best I can do. Other option is for all npc's , giants included, to be unable to melee over wall.
New screenie for H :
Range attack between platform and outside wall is ok. When out of ammo, Enemies will rush the wall and at the base will become untargetable, both ways. Sortof using the wall for cover. Acceptable I think.
I'm assuming some scripting solution or trigger is possible at this point to break off combat and make the enemy do something else, like run off in different direction or maybe even climb the wall.
Exception to this behavior is hill / fire giant sized npc. They can melee over the wall, as can those on platform against them. Ogres are too small.
I'm sure someone with a better knowledge of reach and how nwn handles this could tweak this even better.
As it is, it's the best I can do. Other option is for all npc's , giants included, to be unable to melee over wall.
New screenie for H :
#128
Posté 01 septembre 2013 - 05:16
Way to go, Toro! This is more amazing every day! 0__________0
#129
Posté 06 septembre 2013 - 07:02
A quick pic from The Vast to show some of how I'm using Toro's rural mods. I've changed some textures to get a greener, wetter look since my PW is set in an area that's not dry. You can see how I textured the cliffs in the background. The 3d grass is Zwerkules' and the grass floor is a mod I made using TnO's grass floor as a base.

I'll get some more up soon.

I'll get some more up soon.
#130
Posté 14 septembre 2013 - 06:20
Well I think I have a first canidate for my first final release. I spent the last week cleaning up the edge tiles so apologies for that, if that affects anyone (some crosser entries was changed in set file).
I'm not much on ceremony so unless an unforseen bug rears it's ugly head, I will upload this to the new vault in a week or so.
Toro's Rural Expansion
Thanks again to those who have contributed.
I'm not much on ceremony so unless an unforseen bug rears it's ugly head, I will upload this to the new vault in a week or so.
Toro's Rural Expansion
Thanks again to those who have contributed.
#132
Posté 21 septembre 2013 - 08:18
Nice looking ruined walls.T0r0 wrote...
Question: Do you guys texture conerstones in the inside corners too ?
I would not do a cornerstone texture on the inside corners of walls. On outside corners it's logical to see some ends of blocks, but not on inside corners.
#133
Posté 21 septembre 2013 - 08:31
It actually does make sense to see corner stones on the inside, but I wouldn't sweat it. Its a small detail. The reason why is that corner stones in many styles of masonry are larger than the rest of the wall rock. But its more complicated than that too as the stones don't usually go all the way through the wall except for some ways of building. Masonry is really interesting...
... but I wouldn't sweat it.
What you have made looks great as it is.
What you have made looks great as it is.
#134
Posté 21 septembre 2013 - 10:16
I cannot think of any way you'd see the ends of blocks on an inside corner. If they're stacked every other row lapping, the ends show alternately outside, but all you see inside are the block faces butting. I've been in construction for thirty years, but of course I could be wrong.
#135
Posté 28 septembre 2013 - 01:50
Gotcha, makes sense.
#136
Posté 28 septembre 2013 - 02:51
that is looking good, T0r0. I like the diversity of wall elements you are putting together for ruins. And I think that is a good use of those stairs.
I've been looking through my library of the stone walls I have laid, but only have a limited selection and they are only field stone unfortunately. Nevertheless if you want to do textures, I have some useful images from a landscape supply place I took recently while selecting stone for a job.
I've been looking through my library of the stone walls I have laid, but only have a limited selection and they are only field stone unfortunately. Nevertheless if you want to do textures, I have some useful images from a landscape supply place I took recently while selecting stone for a job.
#137
Posté 28 septembre 2013 - 04:02
T0r0, the descending stairs and the faint ruins makes me think of the tombs in the Valley of the Kings. I know, a desert reskin would be a silly amount of work, but even just that descending stairs would look great as a tile in the standard desert set.
#138
Posté 31 octobre 2013 - 10:30
Changed the title of this thread to reflect the evolution of this project.
Project is on the new vault and no longer available via dropbox
Toro's Rural Expansion
Did my best to ensure a bug free expirience but you know how that goes.
Leave feedback on zwerk's thread..
Seriously tho, I welcome any feedback that can help me improve this project.
Project is on the new vault and no longer available via dropbox
Toro's Rural Expansion
Did my best to ensure a bug free expirience but you know how that goes.
Leave feedback on zwerk's thread..
Seriously tho, I welcome any feedback that can help me improve this project.
#139
Posté 31 octobre 2013 - 10:51
Great to see where you are taking this, T0r0. Beautiful work.
#140
Posté 09 novembre 2013 - 08:27
Absolutely stunning work!
I see you already updated the road texture, so I won't report that. The only other bug I was readily able to identify is that in Features, the Castle - Roof Door location is off; it places the doors at a z-axis of 6.50, which is inside the structure. I can of course raise the door to 10.4 and all is well, but I thought you might like to know. Probably just a remnant of when you raised the terrain. 
Still and all, a WONDERFUL offering, and the whole tileset just looks absolutely amazing! Thank you, Sir!
Still and all, a WONDERFUL offering, and the whole tileset just looks absolutely amazing! Thank you, Sir!
#141
Posté 09 novembre 2013 - 10:19
You are correct, thanks for pointing it out. It's the evil castle roof door. Not a show stopper so It'll be in next revision.
#142
Posté 13 décembre 2013 - 12:47
Been spreading some fertilizer in my free time to make more trees grow in different places

And becuase I watched a few movies lately with statues carved into the mountains, I used a couple from nwn2 to experiment.

And becuase I watched a few movies lately with statues carved into the mountains, I used a couple from nwn2 to experiment.
#143
Posté 13 décembre 2013 - 12:59
Ooh! Very nice!
#144
Posté 13 décembre 2013 - 05:01
Loving the Toro!
FP!
FP!
#145
Posté 13 décembre 2013 - 08:02
Those statues were something I've been wanting. thank you for making them.
#146
Posté 13 décembre 2013 - 12:20
Okay...I'm just gonna wait to build areas with this tileset. You keep adding so much great new stuff I have to keep going back and redesigning stuff
Modifié par Pstemarie, 13 décembre 2013 - 12:20 .
#147
Posté 14 décembre 2013 - 02:16
Loving the work so far, but gotta ask, any chance of a winter version? I do echo the request of an update to the Oriental Rural being more important though. Combine it in and retexture them to fit with the rest 
Also I do have to wonder if Helvene's still kicking around, because they did make my favourite random Rural tile that I wished showed up in more tilesets. How can I have daring sewer escapes if I don't have a sewer pipe to escape from?
Also I do have to wonder if Helvene's still kicking around, because they did make my favourite random Rural tile that I wished showed up in more tilesets. How can I have daring sewer escapes if I don't have a sewer pipe to escape from?
Modifié par Mecheon, 14 décembre 2013 - 02:16 .
#148
Posté 14 décembre 2013 - 03:42
Good questions, so here's my take. I'm not working on a winter so anyone is free to do so. Keep in mind that with a few texture changes you can really change the look of this set to match up with others.
I had been focusing more on expanding terrains and have what's already there work better. So i've been slacking on features and groups. That being said I like that tile, never saw it. I think these are my favorite kind, features that lead to a new possibility / environment.
I had been focusing more on expanding terrains and have what's already there work better. So i've been slacking on features and groups. That being said I like that tile, never saw it. I think these are my favorite kind, features that lead to a new possibility / environment.
#149
Posté 15 décembre 2013 - 03:46
Just want to say that I've loved your rural override from the start and I continue to love what you're doing with it. <3
#150
Posté 31 janvier 2015 - 08:28
Amazing tileset! My only request is for pits to be placed directly below the cliff, at the base of the 10m cliff wall, for example. Rated a 10 ![]()
-JimD





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