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Forest tileset and other tileset overrides


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41 réponses à ce sujet

#1
Zwerkules

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I've finished making the override for the forest tileset, but maybe the engine can't handle rendering so many transparent textures (the foliage).
When seen from above the frame rate is okay, the further down you move the camera, the more it drops.
I tested it with a higher than usual fog distance though. It may be okay with lower fog distance.
If not, I have wasted a couple of days working on a tileset override which is too slow to be used. :(

It may be okay for other people though. A couple of Lord of Worm's tilesets are too slow for me, too.
There are however a lot of people who can use those without any problems.

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Baba Yaga kindly allowed me to use his forest textures, so I used the blue flowers, the ground texture and blended his rock texture with the cliff texture.

Modifié par Zwerkules, 29 juillet 2013 - 03:02 .


#2
henesua

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 that looks good, Zwerkules. I'd like to take it for a spin.
I am using the version you have available on the vault with Helvene's forest expansion and it works, but those screenshots look even better.

#3
Zwerkules

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I playing the original campaign with those tileset overrides now. But there's neither forest nor caves in chapter one, so I haven't tested those two tilesets yet.

The city tileset runs pretty slow for me too, without any overrides, so I guess this forest override will still work for most people.
NWN ran a lot better on my older computer. It is not the poly count which makes tileset slow for me though.
My interior override has far more polygons than the original and it doesn't run the least bit slower.

#4
Zwerkules

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I now tested this forest override with a module. The frame rate didn't drop below 20 even with fights with about ten creatures going on.
20 frames isn't very much, but the city tileset doesn't run faster for me either, so this tileset should work fine for most people.
I uploaded it to the vault now.

#5
henesua

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great news! I downloaded it.

#6
Zwerkules

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henesua wrote...

 that looks good, Zwerkules. I'd like to take it for a spin.
I am using the version you have available on the vault with Helvene's forest expansion and it works, but those screenshots look even better.


The colour of the grass didn't work with the new update I made, it was too red. I had to edit the set file to change the colour.
If you want to use this new update with forest expansions, the expansion needs the higher priority to work and it will change the colour of the grass back to the reddish colour.
If you got your own top hak, include the set file from the expansion and change the colour of the grass in it.

If you try this override, tell me how it works for you.

Modifié par Zwerkules, 09 décembre 2012 - 10:43 .


#7
henesua

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 Thanks for the heads up, Zwerkules. I merged the set files. Am I correct in assuming that the only change you made was to the Grass section? After the merge, I gave the tileset a run through, and took some screenshots for you. I appologize for the uninspired build. I haven't built a forest with this yet, so I just thorugh together an area with some of Helvene's groups, and tiles alongside your work.

With your latest improvements, the foliage on the trees that Helvene added look dated. I don't think the typical player will notice, but it jumped out at me. I'll see about editing the Helvene's tiles to use your bitmaps for the foliage and see what happens. That might do the trick, but more work is probably needed.

Anyway, it all looks great. Thanks again for you beautiful work.

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#8
henesua

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Performance was good until I increased the fog distance to 80.
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I can live with that. Not a problem for me.

#9
Master Jax

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I am actually using a heavily modified version of your first bio forest, Zwerk, and it pretty much made it for me. I basically merged it with some NWNCQ elements, tile by tile, swapped some textures like the ones included in Baba's new update of the coniferous forest, and re-textured the cabins with your images for Medieval City. I have to tell you, your works have the best textures! I am more than happy to see you're taking another shot at the old forest! I will check it ASAP! Congratulations on doing such terrific job!

#10
Zwerkules

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I've uploaded the updated version of the forest tileset override over at the vault as part of an NWN facelift project which uses the patch directory and nwnpatch.ini rather than the override directory.
There's also a hak with a modified version of Toro's rural override combined with Helvene's.
Almost all the screenshots there show scenes from the original campaign, so you can see what the game will look like if you use these overrides.

#11
Rolo Kipp

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<jumping...>

The NwN Facelift Project? Oh, yes! Need a website? ;-)
Seriously, this fits in *very* well with the Foundation and other cool update initiatives :-)

And Fester Pot should enjoy the ride too, after all, how many people get their siggy in an initiative?

NwN FP! =)

<...for joy>

#12
T0r0

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Zwerk~ on vault page you instruct to put a copy of hak in patch folder. An alterante method is to redirect the nwn.ini patch line to point to your hak folder. This way you don't have to maintain 2 copies.
On phone now but I will check this out tonight
I also made a seamless texture for those that use this forest tileset override with cep rural.
I'm also expanding the rural . You inspired me to do it bro.
Glad you didn't give up on this.

Modifié par T0r0, 13 mars 2013 - 01:21 .


#13
henesua

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It would be very cool if these facelifts became part of the Community Patch that ShaDoOoW is managing. I mean in addition to what you are doing as another way to get these overrides in use.

I don't know if he'd even be interested in such a thing, but worth a discussion I think.

I really like the work that you guys are doing on these overrides.

#14
Shadooow

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henesua wrote...

It would be very cool if these facelifts became part of the Community Patch that ShaDoOoW is managing. I mean in addition to what you are doing as another way to get these overrides in use.

I don't know if he'd even be interested in such a thing, but worth a discussion I think.

I really like the work that you guys are doing on these overrides.

I have nothing against, I started gathering together some graphical improvements already as a part of v 1.71 and I had in plan for 1.72 to bring anim-loop based hiding features (like to hide stuff at tables in city-interion/inn tiles) - which would be then nice to work together with this facelift then. As long its high quality, not suffering issues NWNCQ has and as long as Project Q doesn't mind (isnt this initiative a bit in conflict with their project?) im am all for it.

Modifié par ShaDoOoW, 12 mars 2013 - 09:01 .


#15
cervantes35

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Pstemarie and myself tried the patch ini delivery system with the NWN Ehanced haks and tileset overrides it did really go over well as no one seemed interested enough to join us in the endevour and we ended up killing NWN Enhanced project and joining Project Q. I hope things go better for you than it did for us.

Alot of new content got left on the table when version 2 never released.

Modifié par cervantes35, 13 mars 2013 - 03:27 .


#16
Master Jax

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Indeed! I remember you showing us some pics of rangers, I believe... Now that you're with Q, is there a chance we see those in the updates?

#17
Zwerkules

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T0r0 wrote...

Zwerk~ on vault page you instruct to put a copy of hak in patch folder. An alterante method is to redirect the nwn.ini patch line to point to your hak folder. This way you don't have to maintain 2 copies.
On phone now but I will check this out tonight
I also made a seamless texture for those that use this forest tileset override with cep rural.
I'm also expanding the rural . You inspired me to do it bro.
Glad you didn't give up on this.


Making an alias for the patch directory that points to the hak directory works. I knew that, just didn't include that information in the docs.

I also knew you were working on transition tiles from rural to forest which were not included in your override on the vault yet, so I didn't add any tiles to the tileset. If you want a few extra tiles, that are in my hak, but still unused, you could add the two extra houses, s07_02 and s07_03 and the 2x2 turf house which was never included in the tileset. The tiles for that one are l05, l06, m05 and m06.

#18
T0r0

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It's just one texture for those that use your forest override and say CEP rural which has forest tiles. It blends the ttf ground in your hak to any other ground, not specifically mine (hence why I didn't include it in my hak).

Zwerk~ Just had a chance to check out your modified version of the rural. It's awesome ! As a matter of fact, let me propose something to you.
I'll leave my override version up because I've taken that as far as it will go in the override folder (anyone who like the alternate textures can still find there). I see no reason to maintain 2 like versions so I'll delete my hak version and that frees me up to continue making tiles leaving the art direction to you. All I care about is having something out there that is as complete and as compatible as can be. Whether it's mine/his/hers, I don't care.
The more I think about it, the more sense it makes. This provides an almost seamless transition to your midevial rural and it's pretty close to tno also.
So whatcha say ?

Cervantes~ In my case I also described in my vault entry about the patch/hak method with a link back to PStmarie's explanation of it at harvestmoon forums. Whether they use it or not, no biggie. I posted the info just to let those who don't know how to take advantage of content in hak form for the override. I appreciate all the work you two put into it.

Modifié par T0r0, 14 mars 2013 - 02:05 .


#19
Zwerkules

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T0r0 wrote...

I'll leave my override version up because I've taken that as far as it will go in the override folder (anyone who like the alternate textures can still find there). I see no reason to maintain 2 like versions so I'll delete my hak version and that frees me up to continue making tiles leaving the art direction to you. All I care about is having something out there that is as complete and as compatible as can be. Whether it's mine/his/hers, I don't care.


When I added the rural override, you just had the version that was for the override folder, not your hak version, so I started putting the files in a hak and when converting some of the files that were TGA to DDS noticed that there were a number of textures you hadn't replaced yet, like the riverbeds, the ship textures and a few more.

The reason I made changes to your override version is that you still used the Bioware trees and I don't like them one bit. That's why I added Helvene's override to yours. But as you said in another thread those tiles can make the game slow. They do that for me, too. Not so slow that it would make the game unplayable, but noticeable. So if there'd been an alternative I'd have added that, but there wasn't one for me - I just had to get rid of the Bioware trees (did I mention I don't like them?:whistle:).
You said you wanted to replace the trees by better ones. If you find trees that look better than the Bioware ones and work better than Helvene's that would be great.

I replaced your grass texture because it didn't fit other tilesets well, not because I didn't like it. It wouldn't have mattered if I'd have wanted just the rural hak for a tileset override, but I wanted other tilesets like the forest one to be changed, too. The other texture I changed is the texture you used for the cliffs. I changed that so it would fit together with the texture for river beds and the water tiles. Which would have worked if the water and river tiles didn't have that strange pinkish diffuse colour. I just didn't feel like removing the ambient and diffuse colours of all the river and water tiles, so the textures don't match 100%.

Otherwise I left your work intact except for another little change. You used textures from the TNO and TCN tilesets for some of your tiles. I made copies of those textures with the ttr01 prefx and changed the references in the tiles, so they won't get changed if there's something like NWNCQ in the override folder.

BTW did anybody ever manage to replace the water texture for the rural tileset? I tried TGA and DDS in the override and in the hak and nothing worked. The default water texture remained unchanged. What I haven't tried yet is adding both TGA and DDS to the hak, but I don't see why that would work.

Modifié par Zwerkules, 15 mars 2013 - 12:09 .


#20
cervantes35

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If that didn't work may I suggest the work around. Reaname your water texture and txi to say ttr01_water1, then load your set file in set editor and do a mass texture replace ttr01_water to ttr01_water1 that will ensure you get your new texture to work,but remember all tiles and the set files must be in the same folder for set editor to process all the cahnges. Good luck Zwerk

Modifié par cervantes35, 14 mars 2013 - 10:45 .


#21
T0r0

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Zwerk, you didn't really answer my question. I like your version. If we can agree on a few things I see no reason why we can't make this together. But it's cool either way. If not, I'll continue to plug away on mine.
A quick fix you should include in yours:
a txi file named ttr01_treefol04 with the following text :
blending punchthrough

Made a world of difference. Maybe not so noticable in this screenie but in game it's noticable when you look at the tree leaves. The middle tree is a Helvene tree.

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Thanks to six for showing me this

#22
Master Jax

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Whoah whoah whoah! What is that again? Could we get a little description here, good Toro? Which is the before and which is after, also?

#23
Zwerkules

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T0r0 wrote...

Zwerk, you didn't really answer my question. I like your version. If we can agree on a few things I see no reason why we can't make this together. But it's cool either way. If not, I'll continue to plug away on mine.


Sure, we can work on this together. The only thing I really want that was not in your override version is that the Bioware trees get replaced. They don't have to be Helvene's trees, they could also be Project Q's or Lord Sullivan's trees. What I wouldn't like though would be replacing the Bioware trees with DLA trees. I like that Project Q replaced the DLA trees in the TNO tileset, because those were only slightly better than the Bioware ones.

#24
Zwerkules

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cervantes35 wrote...

If that didn't work may I suggest the work around. Reaname your water texture and txi to say ttr01_water1, then load your set file in set editor and do a mass texture replace ttr01_water to ttr01_water1 that will ensure you get your new texture to work,but remember all tiles and the set files must be in the same folder for set editor to process all the cahnges. Good luck Zwerk


Why I didn't do that is because I don't want to break expansions for the rural tileset. They'd still use the old texture and that would look strange next to the new one.
That's also the reason why I haven't removed the pinkish ambient and diffuse lights from all the tiles that have water on them.

#25
T0r0

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Jax~ Look at the 2 pictures. Notice on the left hand one (before) the middle tree leaves and the 2 way in the background to the right. There's a white halo (it's actually a bit of transparency) surrounding all the leaves. It's more noticeable in game than the screenies.
On the right hand pic (after), I applied the txi, Notice the same trees leaves. They appear much more solid because no halo effect (transparency) .
See the difference?