Fifty shades of Gary? Sounds like a biker if you ask me. ![]()
High Elven City Tileset
#351
Posté 18 avril 2015 - 03:48
- Estelindis aime ceci
#352
Posté 18 avril 2015 - 06:04
Zwerkules, thank you for the very helpful advice! I took a little break from the waterfall to convert more alley tiles into courtyard, so now I can go back and try your sugggestions. ![]()
- Zwerkules aime ceci
#353
Posté 18 avril 2015 - 08:10
Este, the waterfall is gorgeous, as well as the platform buildings, and I can't wait to see what else you develop for this tileset.
- Estelindis, OldTimeRadio et KlatchainCoffee aiment ceci
#354
Posté 18 avril 2015 - 08:14
What Pstemarie and many others said.
At the danger of making your head ache (and because I have a thing for shrubbery) would alternative leafage variation be a possibility down the line? ![]()
- Zwerkules aime ceci
#355
Posté 18 avril 2015 - 10:32
Thank you!
Alternate leafage is something to look at once the tileset is feature complete. That said, I get the impression that it's more important to other people than it is to me. I don't mind the old style of foliage, as it fits in with what I expect of NWN. Anyone who feels more passionate about it than me is free to modify the foliage as they wish. I don't mind people making changes to the tileset.
#356
Posté 19 avril 2015 - 01:18
Noticed a bug in toolset
it looks liek the alpha was switched with the texture; but I am not ssure whats goign on because I cant see under the texture layers

A firend hosted it for me thought you might be helped more by the larger one than a smaller one. i cycled thrugh the apperinces this seems to be the only one glitched.
I still love the possiblity for this.
#357
Posté 19 avril 2015 - 04:51
It's nothing as complicated as that, just an incorrectly assigned texture. I am aware of the bug, but kept putting it off because I want to make some other changes to that tile.
#358
Posté 19 avril 2015 - 02:38
It's nothing as complicated as that, just an incorrectly assigned texture. I am aware of the bug, but kept putting it off because I want to make some other changes to that tile.
Ah I see and how is a wrong texture complicated? its the simplest thing to fix? just switch out the image file whatever one is prgramed to be accepted by the mesh.
#359
Posté 19 avril 2015 - 03:25
It is a mere moment's work to fix, not complicated at all. It's not about changing the texture but one small thing about the model. Opening it with Notepad, just a single "bitmap" reference needs to be changed. It's so simple that I just did it instead of continuing to put it off.
- kalbaern aime ceci
#360
Posté 19 avril 2015 - 04:24
It is a mere moment's work to fix, not complicated at all. It's not about changing the texture but one small thing about the model. Opening it with Notepad, just a single "bitmap" reference needs to be changed. It's so simple that I just did it instead of continuing to put it off.
Yes I got the first part quite clearly, still cant wait to see it complete thou are you still having trubbles with the waterfall?
#361
Posté 20 avril 2015 - 12:23
Depends on what you mean by troubles. It's not finished yet, if that's what you mean.
- kalbaern aime ceci
#362
Posté 20 avril 2015 - 11:34
Depends on what you mean by troubles. It's not finished yet, if that's what you mean.
Trubless as in complications; It's all good take as much time as you need the rewards will certinly be worth the time spent this is an impresive tileset.
- Zwerkules et Estelindis aiment ceci
#363
Posté 30 avril 2015 - 11:55
- Estelindis - I really like the work you have done so far. I think I could really us it in my homebrewed game world ![]()
- Estelindis, kalbaern et KlatchainCoffee aiment ceci
#364
Posté 30 avril 2015 - 11:56
- WoC_Builder - I like that pic you posted a lot
#365
Posté 01 mai 2015 - 02:59
Thank you, Tonden!
Latest work has been significantly expanding the Building terrain. I'll post some pics sometime during the next week.
Waterfalls paint down as a terrain now, but I still need to find a solution for transitioning between horizontal and vertical water without a very obvious texture clash.
#366
Posté 02 mai 2015 - 03:55
Thank you, Tonden!
Latest work has been significantly expanding the Building terrain. I'll post some pics sometime during the next week.
Waterfalls paint down as a terrain now, but I still need to find a solution for transitioning between horizontal and vertical water without a very obvious texture clash.
I was going to sugest you hard wire the opacity into the actual Gray layer (or skin whatever term you prefer is accureatethis is the part of the mesh that comunicated with the texture layers and Alpha layers) as it was a soultion to the issue in regards to IMVU products that were experinceing the same errors.
Basicly with a set poacity you have wo layers...
one base set at 100% with no Alpha compatiblity
and a second usally set to anywhere between 30-50% to act as a fog or in this case vapor form the waterfall.
by hard wireing hte opacity you can than use BW two tone apha's to take out parts you dont want seen.
the other way it was fixed was considered "going big" and often increased the proceing space needed by the area in question, using two color alpha again they use a airbrsh tool in a way where each pixel was eather black or white but the actual image was large enough to create the ilusion of a varraiation.
personal expermentation has lead me to understand that the Preset one works best, since you can increase the number of layers as needed.
I hope this helps since I understand it may not mean much if you can't grind down to the base layers of the mesh (the skeleton) but maybe it will help you develop a new trick to aviod the issue that works best for your situation (similuar to the going big method)
#367
Posté 07 mai 2015 - 04:23
Sooooo, I thought I'd figured out a way to make the tops of the waterfalls look good. However, I may have misunderstood how to take advantage of .txi cycle parameters.
The existing TNO waterfall texture uses a .txi file with the following settings: proceduretype cycle, numx 1, numy 8. If I understand correctly, that tells the game to divide the texture into eight pieces vertically and scroll through them, top to bottom. The waterfall texture is seamless from top to bottom:

This leaves a harsh transition at the top, looking like a straight line rather than flowing water. I came up with the idea of creating a transitional object at the top and putting a custom texture with my own .txi settings there. I chopped the waterfall texture into eight pieces, top to bottom. Then I smoothed out the top of each eighth so that it would fade out gently. Finally, I arrange them horizontally in a new texture, with a .txi file that tells the game to scroll through them horizontally - I'm assuming, from left to right (numx 8, numy 1).

The first frame/eighth is the bottom frame/eight of the original waterfall texture, so that the bottom of my new texture would blend into the top of the original one, like so:

However, when I check them out in the game, they don't blend into each other.

Does anyone know if my understanding of the order in which frames move, following .txi instructions, is correct?
Alternatively, maybe I should just make the second texture vertical as well. At least then I know they'd be following the same rules...
- Ssythilac, Shemsu-Heru, YeoldeFog et 1 autre aiment ceci
#368
Posté 07 mai 2015 - 02:39
Ooooooh! Niiiice!
- Estelindis aime ceci
#369
Posté 07 mai 2015 - 02:49
You have any special .txi knowledge you can share with me...? *hopeful smile*
Edit: Got it. I was being too "clever" by putting the last frame first, in my custom texture. I just needed to go from the first frame to the last frame. ![]()
- Zwerkules aime ceci
#370
Posté 07 mai 2015 - 03:01
OldTimeRadio explains that part of a txi in a video here: https://www.youtube....h?v=NskWwh1wlCA
Here is Bioware's explanation of a txi file: http://neverwinterva...are-txi-example
- Estelindis aime ceci
#371
Posté 07 mai 2015 - 03:08
Great video. Super-useful! Thanks for the link. I still don't really understand why putting the frame that should've been seamless with the top first didn't work, but hey, I have something that does work now. There remains a thin, light line between the two meshes. I'd like to figure out how to get rid of that. But at least it's a lot better than it was.

- thirdmouse, kalbaern, rjshae et 5 autres aiment ceci
#372
Posté 07 mai 2015 - 11:49
Well, I will continue to work on those waterfalls! My must-do additions are as follows: 1) rocks at the top of the waterfalls, 2) adding waterfalls to the mountaintop terrain as well, and 3) hidden cave behind the waterfall.
In the meantime, I've been expanding the building terrain. As it stood, it didn't offer a lot of variety in terms of straight and corner tiles. It had more options for the centre tiles. However, not everyone is going to want to make huge buildings, so some people mightn't use those centre tiles at all. I needed to give people more options for small buildings.
As it stood, there were really only two options for the straight/02 building tile: with a curved balcony, and without. In fact, these two options resulted in eight tiles, as each of the two types needed versions with/without doors (or with fewer doors), and with/without dormer windows in the roof. Still, it wasn't much variety:


Accordingly, I increased the total number of straight/02 tiles to 29, adding the following tiles (as well as variations without doors and/or dormer windows, except in the case of the tile with the round "cut-out" from the building area, which doesn't have room in the roof for dormers):






Now, this is fine in terms of variation for building shapes that include a straight/02 tile, but what about smaller buildings that don't even have room for one of those tiles? There weren't many corner/04 tiles, so I added a few more (to a total of ten). Even still, though, those tiles don't offer much room to fit interesting geometry, at least not in a way that would blend compatibly with all possible connecting tiles. Accordingly, I came up with the idea of turning the straight/02 tiles into a series of groups of two corner tiles. This gives many more options, whether one wants to treat the two corners as the front, side, or back of the small building. Here are some examples (from a total of 11 such groups):





I've also made a few diagonal/03 tiles, but they're nothing special: just there to give options in case people want them. I have yet to add much in the way of variety when it comes to L-shaped, interior corner tiles.
The tileset currently totals 326 tiles.
- Zwerkules, Tarot Redhand, Michael DarkAngel et 15 autres aiment ceci
#373
Posté 08 mai 2015 - 12:15
!!!
Beautiful additions--both the waterfall and the tile variations. I love the straight tile with the full circle concave cutout. It creates a building profile the just screams elfin architecture.
- Estelindis, kalbaern et KlatchainCoffee aiment ceci
#374
Posté 08 mai 2015 - 04:20
Estelindis, it`s official: I love you. ![]()
- Estelindis et KlatchainCoffee aiment ceci
#375
Posté 08 mai 2015 - 04:20
Thank you for the kind words!
I am quite pleased with how the tileset is progressing. I'd just like to say that I couldn't have done this without my time in the CTP. Thanks to Bannor Bloodfist and Old Man's Beard especially for their help and explanations. I was so burned out after CTP Babylon that I didn't feel like working on another huge set again, but the experience taught me so much. Now, building up this tileset little by little is just my cup of tea. ![]()





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