Forest tileset and other tileset overrides
#26
Posté 15 mars 2013 - 02:02
Going to work now but I'll get back to you tonight on my thoughts.
#27
Posté 16 mars 2013 - 04:47
#28
Posté 16 mars 2013 - 06:33
As for the tree thing Zwerk mentioned, I understand and agree completely! Helvene's trees are awesome, but some people may prefer using others, like those made by LOW or variations included in NWNCQ. As for me, I actually use a mixture of Helvene's, Zwerk's, LOW's Willow tree, and the ample variety made by Six for Project Q.
#29
Posté 16 mars 2013 - 01:38
#30
Posté 22 juillet 2013 - 09:08

Once I've tested it, I'll upload it.
Modifié par Zwerkules, 22 juillet 2013 - 09:09 .
#31
Posté 22 juillet 2013 - 11:36
Keep it up, looks great !
#32
Posté 23 juillet 2013 - 12:37
#33
Posté 23 juillet 2013 - 03:00
FP!
#34
Posté 23 juillet 2013 - 12:44
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.
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.
Thanks to six for showing me this
wow, saw this just now.
i wonder: can this be done with the grass as well? or actually any vanilla transparency texture? i remember these all had the problem with the transparent halo.
#35
Posté 23 juillet 2013 - 02:20
T0r0 wrote...
Dang bro, you're a machine the way you keep turning these out. I honestly don't know how you do it.
Keep it up, looks great !
It is not in the screenshot, but this is your work as well. It has your palisades and the boardwalks.
Edit: I'm still using Helvene's trees, so whoever had problems with the rural override being too
slow will have problems with this one as well.
I finished testing the tileset and still have problems with two tiles (n04_01 and e17_01). After I remapped the ground texture which was from the city tileset and didn't match the ground texture of the rural/snow tileset, there's still a problem with these two tiles. The ground texture matches that of adjacent tiles, but the ground appears darker.
I checked if shadows were turned on, if all vertices were welded, if all faces had the same smoothing group, if there were ambient lights and I couldn't find anything that was different from other tiles. Still the ground of those two tiles appears darker and they are both parts of tile groups of which all other tiles work.
Modifié par Zwerkules, 23 juillet 2013 - 08:47 .
#36
Posté 29 juillet 2013 - 02:59
I uploaded the override now and it can be found here.
#37
Posté 29 juillet 2013 - 05:05
Zwerkules wrote...
I found no way to get rid of the problem with the darker ground in two tiles. If I turn off area lighting in the toolset, the problem is gone. It also disappears if the PC is carrying a torch and stands on those tiles. That looked as if it was a problem with the tile lights, but they are both there at the proper heights *shrug*.
I uploaded the override now and it can be found here.
Run them thru CM3 - I've had this issue before and CM3 was able to fix it.
#38
Posté 29 juillet 2013 - 05:08
The ligthing property ambient instead of diffuse can also cause strange behaviour at times.
Modifié par NWN_baba yaga, 29 juillet 2013 - 05:10 .
#39
Posté 29 juillet 2013 - 06:18
In tts01_n04_01, the ground plane object07 has ambient/diffuse 0.972549 whereas in tts01_n03_01 the corresponding plane groups02130 has 1.0 like the original BW models.
It's only a small difference, but enough to make the ground look darker in one tile than its neighbour.
#40
Posté 29 juillet 2013 - 08:05
I should have looked at the files in a text editor instead of just glancing at the ambient colours in gmax. The 0.97 is so close to 1.0 that the difference was not visible, but in plain text it would have been so obvious.
Baba Yaga, you're right about different lighting if a mesh is linked to the animation node. I've noticed that a number of times, too.
#41
Posté 30 juillet 2013 - 12:37
A smaller type of the PQ or _six wildwood bushes with some grasslines or the funny branches of the bio forest as an example. Whatever;)
Modifié par NWN_baba yaga, 30 juillet 2013 - 12:41 .
#42
Posté 08 octobre 2013 - 08:00
The reason why the weathered ship displays oddly once Zwerkules rural facelift is installed is because the weathered wood txture used on the hull and deck becomes a moss tinged bark in Zwerkules facelift. I like Zwerkules new texture, so rather than override his change I corrected this by changing the model's texture to the weathered wood textures from the sea cave tileset.
I did notice one thing missing that I did not change: the very nice window texture that zwerkules is using on the ship in the rural winter tileset is not used elsewhere. Neither Rural nor City has this window. In its place horizontal boards are displayed. If anyone improves this I hope they let me know so that I can incorporate those changes.
Modifié par henesua, 10 octobre 2013 - 07:07 .





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