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Toro's Rural Expansion !!


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#151
T0r0

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Been away for a minute. 

 

I realize the bio rural is crazy obsolete and the tilesets being made today blow the doors off anything I can make and even tho I pretty much forget everything I learned when I step away for long periods of time and have to relearn it......... I still like tinkering !!

 

tororuralexpansion0000.jpg

 

tororuralexpansion0001.jpg

 

tororuralexpansion0002.jpg

 

 

 

 

JD~ Sorry for the super late reply but some pits can be placed under 10m cliffs (place cliffs first)

 

*note* The addition to the hills and reworked castle will be in next update


  • Zwerkules, Frith5, Tarot Redhand et 15 autres aiment ceci

#152
PLUSH HYENA of DOOM

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Exactly how I have managed to miss this entire project to this point, science has yet to determine...

 

But it's a very nice discovery and it's going in Demoness Tales, like, right now...


  • OldTimeRadio et Verilazic aiment ceci

#153
Jedijax

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Not even, Toro! People forget time and again all of the new tilesets will see the light only as part of PW and the extremely rare new module. The vast majority of content uses the original resources. Any work on Rural appeals to a larger audience, and has greater potential of retro-active usage. Tinker away!



#154
T0r0

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tororuralexpansion0001_0.jpg

 

I've come to a good spot where I can stop, bug squash and release. There is one annoying thing tho and that's mini maps..I feel incomplete if I don't upgrade them.

I want to redo them all in the larger version. Does someone have this down to a science for 740+ tiles ? I'm having probs with the usual suspects (veltools and TSC)

   Anyway as soon as this is done, I can upload to the vault.

 

Happy Holidays to All !!


  • Frith5, Tarot Redhand, yetanothername et 10 autres aiment ceci

#155
Pstemarie

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Toro, have you tried using the minimapper in NwMax Plus?



#156
T0r0

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I have not. But I don't want to overwrite Nwmax. I know I can't run them at the same time but can they both co exist ? 

IIRC I tried it years ago and uninstalled it for reasons I can't really remember.  



#157
Pstemarie

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NwMax should use the same mapper so you should be all set.



#158
Tonden_Ockay

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Nice screenshot t0r0 please never stop working to make NWN1 a better game for all of use.

 

Thanks for all you have done and are still doing. 


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#159
T0r0

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So it's that time again........UPDATE TIME !!!  :wizard:

 

Rural Expansion

 

There's bound to be some mistakes in there so be patient, let me know of any bugs and I'll try to fix them. 10m cliffs were based off of meshes by Merricksdads GraniteLands so thank you to him for letting me use those. My mapping skills have slightly improved from earlier editions so hopefully I did the cliffs a little justice.

 

I'm still in terrain expansion mode so haven't really added any new features. However play with hills and grass terrain raise/lower. Let me know what you think.

 

All new minimaps, some will undoubtedly need to be tweaked.

Ambient and diffuse on all the cliffs have been set to white. 

I'm in the process of reworking the itp file for better management. (I'll take suggestions as to the best groupings).

Ton of cleaning and consolidating textures. 

 

As always and stated in the readme.. Edge tiles for 10m cliffs is a nightmare.. Some work, some don't. YMMV. This is unlikely to improve due to the fact that the edge 2da cannot see the difference between 5m and 10m raise. I did try some tricks and some do work so please test beforehand. Refer to the readme for more info.

 

Ummm  that's all then. I'm not much on fanfare and hopefully people still use this. Feel free to post screenshots. I suck as a builder.


  • Kendaric Varkellen, Tarot Redhand, yetanothername et 5 autres aiment ceci

#160
Tarot Redhand

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What a nice surprise. Just the thing to brighten a dull, cloudy day.

 

TR



#161
Miscr3ant

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Just in time, as I am at my tottering first steps of writing a Module, and am trying to find the appropriate tilesets for what I (visually) wish to convey.  DL'ing and examining now.  :)

 

Thank you for your work, and more for the generous gift!



#162
yetanothername

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I think most people know how the "gone for a minute" goes. In fact, I must have been gone for a minute when this was first released, and so missed it entirely, heh. Thanks much for continuing to fiddle. It is also encouraging to see what others that considered themselves beginners at the start are able to achieve with persistence...



#163
T0r0

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I know this has been done before but It's coming out decent.

 

castleterrain.jpg

 

The goal is to be able to paint the castle terrain across all the terrains..  (still need pit)


  • Zwerkules, Asymmetric, Tarot Redhand et 12 autres aiment ceci

#164
3RavensMore

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One can never have enough castle options. 



#165
Tonden_Ockay

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WoW very nice T0r0, I'm downloading it now and can't wait to check it out.



#166
meaglyn

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Anyone else notice that this set makes the microset really funky? Seems to use the same grass texture and worse the same raised edge tiles. Not that the microset gets that much use but it makes an odd effect :)

 

Great expansion though!



#167
T0r0

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Tonden - what's in the pic is a WIP, not in the hak yet..

Meaglyn - actually I didn't know that.. I'll check it out. The microset probably borrows assets from rural.

#168
YeoldeFog

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Looking good T0r0!



#169
Tonden_Ockay

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I'm checking it out now and I like what I'm seeing. I think I'm going to make a override/reskin hak to work with it so I can have it look a little closer to what I'm looking for, but I have to say very nice work. I even like how you took the city castle and added to it. This allows for the builder to have smaller strong holds. I don't have any plans for large cities in my world. There for, something like this would work nicely for me. I want to make my world mostly a long the lines of American Indians or Vikings. Basically more primitive tribal people. So I don't need large scale cities.

 

I love the ruin wall and ruin buildings, this kind of stuff will really be useful to me.



#170
T0r0

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Ok. Quick question to the tileset gurus. My organizational skills are pretty lame and truthfully I never thought I'd be still adding to this tileset. It doesn't help that when I first started this, I had no clue what I was doing too..

Anyway....

 So my brain has been fried lately, due to RL (mostly good stuff, no worries). Sometimes I have these lucid moments where I can see everything I need to make and sometimes I just trudge along with no end in sight and having no clue which is the next tile to make. Usually I just paint in the toolset and when I get to a tile that I think should paint, I do it.. and so on.. problem with this is that it leads to a very unorganized set file and work flow. (for me at least).

 

 So right now I'm still expanding the castle terrain over 3 levels of raised ground. What method do you guys employ to streamline the "next tile to make" decision ? I need something visual where I can layout my plan so to speak.

  I suppose I can use Sen's or MD's raise projects and substitute the ground terrain with the respective castle terrain...That's pretty visual ..

 

I'd still like to hear if others ever struggle with this and how they manage it..Do you keep an notebook or an excel sheet, how do you track what you did and need to do ?

 

Input please ..

 

Edited to include a screenie...

Toro_Rural_Expansion_0000.jpg



#171
3RavensMore

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For my eternally unfinished, "putting a pillared and arched roof on the CEP crypt tileset project," I use an excel sheet.  That way I can open it and have it mock me for how much I still have to do.  ;)   It does it all the time with, "Don't you really want to add raised ground tiles with twisting stairways, grand soaring multi height galleries, and...and..."

 

No, no I really, really don't want to.  It's persistent though.  I note a few tiles I need to do, and quickly close the spreadsheet so I can keep on task.  Sometimes I can hear it muttering at me even when it's closed though.


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#172
Bannor Bloodfist

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<snipped>

 

 So right now I'm still expanding the castle terrain over 3 levels of raised ground. What method do you guys employ to streamline the "next tile to make" decision ? I need something visual where I can layout my plan so to speak.

  I suppose I can use Sen's or MD's raise projects and substitute the ground terrain with the respective castle terrain...That's pretty visual ..

 

I'd still like to hear if others ever struggle with this and how they manage it..Do you keep an notebook or an excel sheet, how do you track what you did and need to do ?

 

Input please ..

 

Edited to include a screenie...

Toro_Rural_Expansion_0000.jpg

 

Technically, I would find it very unlikely that you even have to worry with "3 LEVELS" etc...   The image you show actually only shows 2 basically, with the 2nd level stacked again on itself. 

 

You need to think not in tiles, but their corners.  That is what makes it all so confusing.   Your basic terrain is always an "X" turned sideways, no alphabetic letter actually explains it.  Center tile, with each side (top, bottom, left, right) where top - bottom can sometimes be the same, and left-right can also sometimes be the same, EXCEPT at the corners where the individual heights connect.  Those are the most problematic. 

 

Of course, once you add various crossers, IE roads, streams, walls/fences etc, you really can get lost in all the possible combinations.  I literally wasted days, sometimes weeks, creating tiles that might actually get used once in a hundred builds of an area.  Same can be said with TNO that 1200 tile set is so large due to the various crossers and terrain combinations, many of the tiles there are seldom seen.

 

Basically, attempt to keep it as simple as possible.  do you really and truly need to have a tile that is raised on one side, with a stream across the left-right side, and a wall that connects top-bottom in the middle?  I mean, TRULY need that specific tile?  Or do you truly envision a builder using a 4 way connected tile, meaning 4 different versions of terrain, AND different versions of height AND various crossers?

 

Say, water, lower left hand corner, level 1, sand lower right hand corner, level 1, with Grass(cliff faced) upper left 2nd level and trees upper right 2nd level?  Is there truly a need for a 3rd level or will just stacking 1st and 2nd be enough? 

 

I am one of those "completion-ist" types that attempts to create a tile for every possibility, but in actual fact, 99% of folks never truly use at least 30% of any given tile-set in a given area, likely even less is used, meaning the tiles exist in a given set, but are seldom actually used or even seen.

 

I found this out by forcing myself to test and validate every single tile in multiple sets of tiles over the years, TNO being nearly the most painful due to having started the testing late in the process.  CTP_Babylon was also a nightmare due to the high number of various combinations that I personally insisted MUST be created so that every possible combination could conceivably be painted by a builder should they choose to do so.  Believe me, most of that effort was truly wasted or not even recognized by the general public.

 

I think that MerricksDad has a basic tutorial that shows the most common tiles needed in a given set, posted somewhere on the new vault.  That tutorial gives a fairly accurate representation and is likely the easiest to follow to attempt to figure out what is required but I don't currently have a link available for it.

 

I believe that someone here in the past, has created some sort of macro for word, or office, or some-such whereby you put in the names of the various terrains, and it automatically does the various combinations for you, spitting out the names of the tiles etc.  I know that Thrikreen was originally generating such a macro to include in NWMax, but it never was released... MDA may have also created some form of that for his version of NWMax, but I haven't been able to check these things lately.

 

Way back on the older forums, someone posted some code for me in the forums that would auto-sort your .SET file to make it more human readable and follow-able but their are issues, number one being that you can only run that sorting routine PRIOR to releasing any given .set file, after that initial release, anything built using that tile-set would break if you released an updated, and re-sorted .SET file.  Basically, that becomes an issue that you just have to deal with, meaning, you have to deal with the fact that finding a given tile in a given set, NEVER follows logic as the individual sets were created by an artist and typically more than one artist, meaning that tiles were added at various times during the creation phase.... the olde "wouldn't it be nice IF we had X and some-one creates X but someone else creates Y and they both end up being added to the set for variety sake.

 

Jlen's set manager beta 085, manager tool, (can be found in Carcerian's The NWN Toolbox list of tools) CAN be used for viewing purposes to sort a given set file by tile name or terrain type or crosser type etc, however, do NOT EVER use it to actually re-write your .SET file as it will remove critical data from the set, and also very badly renames x to X etc when writing out the various bits of path and visibility nodes etc.  It can also be used to suggest additional tiles needed If I remember correctly, Useful tool, but only for viewing purposes.  I can't run things on this crappy pc to verify exactly what additional useful options are there, but just fully remember completely trashing a working .SET file exporting using that tool.  If you use it at all, be absolutely positive to save a copy of the .SET file prior to export as you will sorely need that to correct the damages it causes.

 

Besides, 3rd level is so damned high during actual game play, that you truly can not even see most of it when you attempt to "look upwards" while playing.  May look great in toolset view, but in game play, serves very little purpose.

 

I know, I know, LOTS of words, with very little actual help, other than basic advice which can always be taken or left behind by your choice.



#173
T0r0

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Bannor ~ Always good to hear from you. Waiting for the day you start modding again !!

 

1. You are correct in that it is only x2 height, I misspoke when I mentioned it was 3 levels and was including flat terrain.

 

2. I appreciate all the info you posted, always good to share that.

 

3. I know about MD's tileset tutorial, it's a great resource !

 

4.  

I believe that someone here in the past, has created some sort of macro for word, or office, or some-such whereby you put in the names of the various terrains, and it automatically does the various combinations for you, spitting out the names of the tiles etc.

 

 

This would be awesome !! Can you elaborate on this or does anyone have this ??

 

5. Jlens set editor is also a great tool and I use it alot for various tasks. And ironically as you already mentioned, not good for actually writing the set file.. Especially in this tileset with multiple heights.

 

6.I'd eventually like for any terrain I add to be as complete as possible but I know it's all about pacing yourself. IF that macro exists, it would great because I can prioritize the tiles I add and see results quicker..(keeping myself motivated). 



#174
Bannor Bloodfist

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You may want to post a request in the scripting and/or tools forums.  Specify that you know this is not directly a Neverwinter script issue, but that you are looking for a programmer to help you with that. 

 

I sure miss OMB, he was great at creating things like that for me, but I lost all of that stuff when I got zapped.  I may have a copy on the various back up cd's that I created for NWN, but my current pc can not read the disks, tells me they are blank.  They were created using winXp tools, and being stuck with Win 10 now, i have no software that will correctly read these cd's.  Yes, 650-700 meg cd's, not dvd's which would have had enough space for everything... oh well.  Maybe later this year.

 

Anyway, I know that NWN Community used to have a very wide variety of skilled programmers - script kiddies (no aspersions intended) that could generate something like that for you fairly quickly.  Maybe OldTimeRadio can find something in his archives of the old forums, except that I would suspect that any attachments to those old posts are long gone. It is also possible that the dialog only contained comments and no actual files or scripts whereby the script was sent via email or some such, I just truly can not remember.  It was many years back.  I have searched through my gmail historical messages, scanning for all attachments and NWN related stuff, but I can't seem to find the stuff... although, this conversation just made me think of another way to search so I will attempt again.  I have literally thousands of messages to scan through.



#175
OldTimeRadio

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Just skimming so I'm actually not 100% sure what's being talked about but I want to say that Thrikreen's unreleased "Art Tools" or updated version of NWMax might have had a feature like this in it:
 

 I believe that someone here in the past, has created some sort of macro for word, or office, or some-such whereby you put in the names of the various terrains, and it automatically does the various combinations for you, spitting out the names of the tiles etc.

 

 

I don't think I've ever seen such a thing with my own eyes, had my hands on it, just either casusally mentioned by OldMansBeard or someone at CTP (maybe during a NWNPodcast) or a teaser screenshot from one of those two projects of ThriKreen's.