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Wildlands Tileset Expansion


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#1
henesua

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Wildland's Expansion

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Using Six's Wildlands tileset, I am currently working on creating a proper wooden port. The first buildings are the boathouses taken from NWN2 Houses by Zwerkules. I removed everything but the buildings, including things like boats and crates etc... Then I remade the WOK mesh so that the entire boathouse is accessible.  Boats and crates can be placeables.

I've got lots of work ahead of me. This is my first time really using blender as well as bothering with NWN's absurbly painful art asset pipeline. But I really want these tiles for a project I am helping some people launch.

#2
Nevercallmebyname

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I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..

#3
DM_Vecna

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Absolute awesomesauce. It will be so nice to have a couple more tiles for this set. Good luck!

#4
NWN_baba yaga

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there is no more interacting than having a WOK, a door or the tileset animloops.

And can i say that you sound a little bit of @never.... No one tells you to download his project.

I think the buldings fit very well into the environment. And by the hint of the WOK these are features or groups @henesua?

#5
henesua

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Thanks, DM Vecna. I'll package the files for my project page when they are ready.

I understand the issues people have with NWN2 objects. I have them myself. These two particular groups however look like they were designed for Wildlands.

Don't worry, Baba. I am not worried about whether anyone else wants the tiles I am making. I am doing this for a PW project, and we definitely want/need these tiles ourselves.

These tiles are being implemented as groups that a player can explore. One building is a 2x2 group with 2 doors so the PC can only walk around the outside of the boathouse on this one. The other is a 2x3 with no doors but has gaps in the walls so that a PC can walk around on the inside and outside. On this one I need to tilefade the roof.

So far the buildings do fit well in the environment. I will need to shift the color on the texture for it to match, but have not got around to that yet. Furthermore I need to add some connections between these new tiles and Six's pier crosser. At the same time I should get rid of the ladders which connect the deck around these boathouses to the water. I don't want fish climbing those ladders! I'll have to script a clean way for PCs to move between the wood decking and the walkable water. Six already wisely blocks PCs from crossing between the dry areas (docks/beach) and the walkable water so I'll keep with that.

#6
T0r0

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Looks good, IIRC there were a few groups from that nwn2 project that would benefit from improved walkmeshes. Alot of work for sure but worth it.

*thumbs up sir H*

#7
Malagant

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Nevercallmebyname wrote...

I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..

What an odd comment to make. I though all buildings in even the stock NWN1 rural / forest sets look like integrated placables. I can discern no real difference between a NWN1 building being made part of a tile and a NWN2 building being made part of a tile. The principle behind the two are exactly the same.

I want to think you actually mean you would prefer any added NWN2 buildings to blend in with the sets already present visual palette rather than stock textures and all, looking out of place in sharp contrast to the surroundings (like a city home smack dab in the middle of the wildwoods).

I have enough faith in Hen's artistic sensibilities that he won't be integrating things that don't fit within the tileset's visual theme or will at the very least bring in the geometry with some texture adjustments that bring it more in line. (EDIT: Which he apparently mentioned while I took too long typing on a black keyboard in the dark...)

Modifié par Malagant, 31 juillet 2013 - 12:05 .


#8
Pstemarie

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Nevercallmebyname wrote...

I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..


:blink:

#9
Pstemarie

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@ Henesua - for pathfinding's sake, keep the walkmesh as simple as you can. :police:

Modifié par Pstemarie, 31 juillet 2013 - 01:26 .


#10
NWN_baba yaga

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In the gallery of the project on image 6 you can see that the textures of the buildings fit into wildlands perfectly.

#11
DM_Vecna

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One request henesua: If there is any chance it would be nice to have the post as well as a post attached to the rope as 2 separate placeables. There are items that have been on my request list for a while. Sort of like a rope fence that can be used quite often.Perhaps you would consider adding these to the final project.

#12
henesua

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DM_Vecna.. those placeables don't exist?

As soon as I figure out how to make placeables, I'll get right on that. :) While I am not new to modelling, NWN's asset pipeline is a PITA to me, and until now I've faked my way around it by modifying existing assets. This is the first time I have brought new meshes in and added aurora properties. :)

#13
_six

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henesua wrote...

NWN's asset pipeline is a PITA to me


Adding a modifier and pressing export from that instead is a PITA?

*spoken without having used blender so maybe neverblender is more complicated*


I like what you're doing with the place anyway. Though those buildings look really large for the tileset.

Modifié par _six, 31 juillet 2013 - 09:54 .


#14
Nevercallmebyname

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ok no one understands what I mean and I'm not sure I could explain it better. The conversions just always look stuck on in my opinion rather than being a part of the tileset. You are right though I'll just walk around this one when I make my round of downloads.

#15
NWN_baba yaga

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I know now what you mean and I totaly agree that to many different designs are hard to look at. They destroy the ambience rather than improving because wherever you turn your camera to you have a completely different impression.

#16
Nevercallmebyname

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The two games are just built so vastly different that conversions look like conversions even when you havent played NWN2. I think that maybe the only way to do this perfectly would actualy be to make a new model in the NWN1 style that resembles the NWN2 version rather than actualy doing a conversion.

#17
Pstemarie

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Nevercallmebyname wrote...

The two games are just built so vastly different that conversions look like conversions even when you havent played NWN2. I think that maybe the only way to do this perfectly would actualy be to make a new model in the NWN1 style that resembles the NWN2 version rather than actualy doing a conversion.


So you're essentially saying that models for NWN1 should look more like the lower poly count stuff that is already available and less like the high-poly count stuff found in games like NWN2?

#18
Lord Sullivan

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Pstemarie wrote...

Nevercallmebyname wrote...

The two games are just built so vastly different that conversions look like conversions even when you havent played NWN2. I think that maybe the only way to do this perfectly would actualy be to make a new model in the NWN1 style that resembles the NWN2 version rather than actualy doing a conversion.


So you're essentially saying that models for NWN1 should look more like the lower poly count stuff that is already available and less like the high-poly count stuff found in games like NWN2?


No, he/she is saying that the NWN2 stuff looks gay and does not fit in Neverwinter nights. :P

#19
NWN_baba yaga

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the best example i can think of is NWNCQ and the countless mixmatch of the cep. If you have 10 placeables with the same dull wood texture from bioware (and not even textured but just thrown onto the model...) and than 1 bed from NWN2 in the environment of NWNCQ + the old school piniochio npc´s and a PQ critter all together in one scene it´s what i call total chaos.

I cant bring myself playing a module where I encounter this optical confusion;)

But to defend nwn2 stuff they textured everything at least with the unwrap method.

Modifié par NWN_baba yaga, 02 août 2013 - 06:45 .


#20
_six

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S/he's most likely referring to the stylistic contrast between the hard, sharp shapes of the Wildlands buildings (by extension, the rest of NWN1) and the smoother, more organic looking styled shapes (roofs in particular) from the NWN2 buildings. The original Wildlands buildings are the style they are for a few reasons: I wasn't a particularly confident modeler, I'd already included some 1.69 assets that I didn't want to contrast too much with, and I also wanted to rework some standard content to give the buildings terrain some structure - which also wouldn't fit with a smoother style.

So in short, instead of smooth and organic, I deliberately went for a wonky and unnatural look with less polygons.

But! If folks want to mix the two and can get it looking reasonable (it looks reasonable to me) then that's cool, and the more use they can get out of the set the better. I'm not able to go expanding the set myself any time soon so anything that enhances or adds to it is cool. Considering the ramshackle nature of the buildings to start with, 'out of place' probably fits right in.

Modifié par _six, 02 août 2013 - 07:40 .


#21
Nevercallmebyname

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Yeah, you're right. If some people like this converted look then who am I to try and deprive them of it. There's a lot of other things I would have done with this that probably dont even need to be done.
I saw a couple of times in there mention that the style of the converted building wat the intended style of the whole tileset and start thinking "What if the style of the building was coppied out into other elements of the tyleset?" So instead of converting the object to fit in make more objects that stand out in the same way thus blending the building in? But I'll leave it alone now. I made a big global issue out of a pet peeve and... yeah.

#22
Pstemarie

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Don't know that it was a global issue. Never be afraid to offer criticism - its the vehicle that has made so many of us the skilled modelers we are today. Everything has room for improvement. Just make sure when you critique something that any criticism is explained to the point that it enhances the conversation.

Modifié par Pstemarie, 03 août 2013 - 12:10 .


#23
Killmonger

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There is an old saying:

"Through continued diversity; stability."

Keep up the good work....

#24
henesua

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 I've been on vacation and not had time to work on this, but regardless I've reworked the models and textures towards the wildlands feel. Here's a first stab until I get back to my desk and have at this properly.
Posted Image

#25
henesua

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I beleive that I'm getting close on the colors, but starting to wonder if these textures just won't be able to fully bridge the gap with wildlands and I'll need to texture from scratch (which I would prefer not to do as it takes me a very long time to produce a decent texture). Still... the siding is obviously tiled which irritates me.

What do you think? Am I even close? Or is it wishful thinking on my part born from staring too long?

Here's a photo which shows the siding on the building
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