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Wildlands Tileset Expansion


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35 réponses à ce sujet

#26
Bard Simpson

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I, for one, think you're doing well, henesua. I've always loved Wildlands and think this should be some wonderful new material to add to it. Thanks for all your hard work!

#27
Rolo Kipp

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<tilting his head...>

I like the weathered look far more than the more vibrant edition up the page. But I do wonder if rotating the texture 90 to make it traditional clapboard siding (new-england style) would allow you to hide the seams that bother you (and not me, so much :-) 

Edit: Also, the use of transparent splotch planes over the lower walls, perhaps mixed with "drip-pattern" water damage splotches running down from the eaves, would break up the pattern.

You'd also be able to offset the mapping if you break up the faces of the walls to allow you to uvw wrap seperately.

<...to the siding>

Modifié par Rolo Kipp, 11 août 2013 - 03:53 .


#28
henesua

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 Well I ... uh ...  circled back to a more vibrant look as you can see in these pictures. I didn't like the white spots. And I wanted the color of the walls to close the gap with the color of the deck (which is a TNO texture and so won't be changing).

Anyhow this is where the textures stand as I set to work on fixing the models. These models need some work - especially if I am to get the roof to fade.

[edit] Once all that is done, I can look at the fancy details like splotches etc... BUT I'm thinking it would be good to get a sheen on those walls. Any guidance I can get on alphas and TXI's for reflection is appreciated.

Posted Image

Posted Image

Posted Image

Modifié par henesua, 11 août 2013 - 04:18 .


#29
NWN_baba yaga

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a sheen on the bottom of the wood walls sounds good. You can do it using the wood wall texture leaving only the extreme highlights from it as a grey scale image and use these as the alpha.
So it´s basically a specular map to keep the woods structure. Add blending additive to the txi file. I´m not sure how transcluent images that work as a detail only behave with a reflection.

EDIT:
one other way for a better effect is to create an animated texture out of it. 4 frames with different lit hightlights that looks random, than use a slow FPS. This creates a random shimmering hightlight along the bottom of the wall. And fade out the whole upper level like gradiant. Here´s an example:

Posted Image

right are the 4 animated frames for the shimmering detail using the wood structure as the base.

Modifié par NWN_baba yaga, 12 août 2013 - 05:12 .


#30
henesua

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Thanks, Baba. As far as animating a texture goes I don't know how to do that. Howzit work?

I've completely redone one of the large dock house's 6 tiles and retextured. The following is a screenshot from Cheetah3D:
Posted Image

The next screenshots will be taken from in game.

I'm getting ready to go on another trip though, so I don't know when I will complete this. We'll see if I can complete it around my other tasks in the next few days.

#31
henesua

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Had some trouble dealing with translation issues (dae, 3ds --> blend --> mdl ) as I pulled my stuff into blender for exporting. Transformations were wonky which broke the wok so had to do that separately since I don't know how to burn transforms in blender. Then seem to be having trouble setting my diffuse settings properly as evrything came through muddy on the first try. This is where it stands now after resolving those issues

Connected to the pier crosser
Posted Image

Roof is visible on the inside
Posted Image

Still to do:
Forgot to tilefade a roof on one of the tiles.
Shadows are ugly.
Sparklies on a couple seams.

TXI a wet shine on the siding of the building
Boathouse 2.
More pier connection options.

After these experiments are complete to my satisfaction:
much more

Modifié par henesua, 14 août 2013 - 02:36 .


#32
Asymmetric

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Nice work, I always liked the NWN2 boathouses.

Blenders import/exports scripts indeed tend to break transformations. When I first tried to export my stuff from blender as 3ds and then import it to gmax, everything was broken too.
I'm not entirely sure, but I think burning transformations = applying transformations in blender. It is done by selecting the object and pressing ctrl+A (or selecting Object->Apply in the panel below the 3D View). I'm assuming burning a transformation means mutlipying the transformation matrix with the mesh/ its vertices.

#33
henesua

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Thanks, Asymmetric.

What I mean with burning a transformation is to set all rotation and tranformation values to 0 on the mesh, so that it shares the same point of origin and orientation as the rest of the model. Cheetah3D has a "coordinate system" tool which does this for you, but I couldn't find the same in Blender. I will look into applying the transforms and see what that does.

And yes, Blender is weirdly inconsistent on imports. Sometimes my 3DS is at .01 size despite exporting at 1:1 and at other times it is 1:1. DAE however has the right scale, but sometimes its objects are rotated 90. This is usually if I have an "empty" containing several meshes.

Thanks again for the leads I'll check it out. While Cheetah3D is an excellent tool, it would be good to be more proficient with Blender.

#34
henesua

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when my mac died this project did too, but i'm tempted to resume working on wild lands. One question i have is whether this tileset is detined to be pulled into project Q? if so I'd like to coordinate my work.


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#35
Pstemarie

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Yes, its slated for Q. I have no specific plans for adding stuff so feel free to add on as you wish.


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#36
henesua

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thanks for the heads up, Pstemarie.