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Request: Tileset model and/or texture overrides.


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#26
Master Jax

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Hmmm... Very interesting thoughts on the matter... As always, this thread is not about complaints or disrespect to the authors. I think we all agree we're just throwing some ideas and requests around, but all in good sport and spirit. I think the CC guidelines Old Time Radio shared and suggested are precisely that, suggestions for a more cohesive development between parties. Of course, no one is required to follow them, but it's nice to know they exist, and that we may use them as guidelines.

I agree with you Baba. I love some of the things the CEP has given us, but I also think it is sort of mismatched, which is also one of the guidelines I follow when modifying the game. I believe Project Q and NWNE do a great work when it comes to making coherent releases!

Now, just some open questions for you guys. I have long wanted to replace some of the furniture and fixed objects in the tilesets with higher quality models from placeables, mostly those converted from NWN2. Is this a bad idea? Would such dramatically impact the game or cause any issues? Has anyone done so before?

#27
NWN_baba yaga

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Very good idea imo. The furniture is not realy the best looking stuff in vanilla nwn and i mean especially in the city interior tileset. There are some very nice retextures of it but still the tables, chairs, armores etc. look blocky ahu it pains ma eye;) So go for it and make some tasty furniture for us precious:D And dont forget to update the lamps on the tables and in the corridors too;)

#28
Master Jax

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That's pretty much what I was thinking about, but I am worried the engine won't be able to cope. Just read some comments by Zwerkules on too many polygons and how the game can't take that much, and such not even accounting for shadows. This is why I am wondering if doing this would cause crashes or severe lag.

#29
NWN_baba yaga

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For exterior areas with that much polys only for the buildings is what he meant i guess. And i know the nwn2 models a bit, i dont see a problem with them if you try to just replace the existing stuff, so the count of furniture models stays the same;) As for shadows, i dont know. Maybe you better turn them off for these ones, either they cast buggy shadows if you dont add a shadow mesh or they bring the engine down.

Modifié par NWN_baba yaga, 23 novembre 2012 - 12:24 .


#30
Zwerkules

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Master Jax wrote...

Now, just some open questions for you guys. I have long wanted to replace some of the furniture and fixed objects in the tilesets with higher quality models from placeables, mostly those converted from NWN2. Is this a bad idea? Would such dramatically impact the game or cause any issues? Has anyone done so before?


The furniture from NWN2 depends too much on its textures which look totally out of place in NWN1. Other than that I don't see any problems with it because the engine can handle a few extra polygons in the interior tilesets which are relatively low-poly compared to external tilesets.
If I like some of the NWN2 furniture I usually recreate the model completely so it looks similar, but is actually a different model. :whistle:

Modifié par Zwerkules, 23 novembre 2012 - 01:08 .


#31
NWN_baba yaga

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About the textures zwerk your quite right. I think it´s the colors and we are used to 2 specific tno woods since 2007. Especially the dark wood from tno is overly used... but i like the texture myself:)

#32
Zwerkules

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Master Jax wrote...

That's pretty much what I was thinking about, but I am worried the engine won't be able to cope. Just read some comments by Zwerkules on too many polygons and how the game can't take that much, and such not even accounting for shadows. This is why I am wondering if doing this would cause crashes or severe lag.


It depends on what you add if it causes lag or not. If it adds a lot of extra polygons it can still run smoothly if it has simplified shadows. What really kills the engine are complex shadows and/or lots of transparent textures.
This is seldom a problem in interior tilesets because there hardly are any complex shadows there and there's not so much need of transparent textures, but it can be a problem with lots of trees. If the whole trunk and lots of branches cast shadows, that adds a lot of work for the engine and the transparent foliage of the trees adds even more.

#33
Master Jax

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Thanks for the input guys! I was precisely wondering about that! I've been wanting to change so many low-quality placeables from the tilesets for ages, but I waited till I got the texturing and "roofing" done. Thanks to both Hardpoints and now Zwerkules, I am done with that so maybe it's time to start adding better looking models. As for the NWN2 models looking out of place... I don't know, Zwerk... I think the ones I already use as overrides do look more detailed and seem to meld well with the rest of the setting. This is why I wanted a good reskin of the interior tilset, Since I use a reddish/beige composition, lots of NWN2 placeables look right at home here, especially now that you have provided such detailed images! I would love to show you guys what I mean! This brings me to the next point: How do you link an image to the posts so it can be immediately seen, not as a link, as I did in the opening post? I would love to show you what I have done so far and maybe even include some pics of how it all looks with the override placeables I use. ^__^

#34
OldTimeRadio

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See this

#35
Master Jax

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Thank you OTR! I will just get more done and then post some pics so as to get some feedback! I noticed there's little variety when it comes to color, so I am fixing it here and there by adding different shades of wood and textures.

#36
T0r0

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Jax,
In response to the blurring you describe, one thing I think that slipped everyone's' mind is dds vs tga.
In my case, since I overrode ttr01_grass02 (an existing resource), I had to use a tga. The dds does not work in the override.
However if you convert my ttr01_grass02 into a dds and for example use it in a hak, it will not be blurry.
Anyway thought I mention it in case you were still wondering.

I didn't pick up on this right away because I use all dds via patch-hak method.

Modifié par T0r0, 02 décembre 2012 - 11:57 .