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RE: TNO Reconstruction - A Development Journal


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#26
Pstemarie

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YeoldeFog wrote...

I'm no expert, but If you change the hue of the grass closer to the ground, then maybe you wouldn't notice how sparse the grass is?


I'll try that!

EDIT: Worked like a charm. I hate having a cold - makes you overlook the obvious.

Posted Image

The roof of the mill has been redone, thickening the thatch so its more like the other thatch roofs. The stonework has also been completely retextured. 

Modifié par Pstemarie, 11 janvier 2014 - 09:50 .

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#27
YeoldeFog

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This is so beautiful! A different game all over. Will this kinda replace the WildWoods, as in; can I do the same thing with this tileset as I can with WildWoods?

#28
Pstemarie

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Not a replacement for Wildwoods per se, but anything you can do with wildwoods you can do with this tileset - it just takes a few more clicks to get there since, in order to render Wildwoods forest terrain, you have to cycle through all the TNO grass terrain.

#29
Master Jax

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Curiously enough, I am using pretty much the same scheme with my rural exterior. Only the grass and brick textures differ. I think we share the same taste, not only given this latest release, but your work in Q and NWNE. I also think your inclusion of Wildwoods content will make this beautifully dissimilar to Toro's rural override. Both will be amazing, but distinct and varied.

#30
Pstemarie

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Master Jax wrote...

Curiously enough, I am using pretty much the same scheme with my rural exterior. Only the grass and brick textures differ. I think we share the same taste, not only given this latest release, but your work in Q and NWNE. I also think your inclusion of Wildwoods content will make this beautifully dissimilar to Toro's rural override. Both will be amazing, but distinct and varied.


We definitely seem to have similar tastes aethetically. I love what Toro's done with Bioware Rural and it was a big inspiration for remaking TNO. Unfortunately, I've also got too many pre-existing areas built using TNO - a sideeffect of having ignored BioWare Rural for so many years - to make that tileset a viable option for my needs. 

Modifié par Pstemarie, 12 janvier 2014 - 09:02 .


#31
TheOneBlackRider

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This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?

#32
Pstemarie

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TheOneBlackRider wrote...

This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?


Yes, as it just adds things, it will work with areas already built. The only tiles that have been redone are the grassy trees which still have the same ground contour but different trees on them. However, it does require that you have Project Q installed.

Modifié par Pstemarie, 12 janvier 2014 - 06:28 .


#33
Tiberius_Morguhn

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Download available yet to experiment with? (:please:)

#34
Pstemarie

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Tiberius_Morguhn wrote...

Download available yet to experiment with? (:please:)


Soon.

#35
Pstemarie

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Toolset shot of Road-2-Path transition. I've redone the textures again. The TNO cobble road now matches more closely in coloration to the stone tiles used throughout the rest of the set and the TNO path now uses a modified version of Toro's great road textures.

Posted Image

Wildwoods roads transition into both the TNO cobble road and the TNO path.

Posted Image

Yes, I have modified the Wildwoods path texture so that it blend better with the TNO road/dirt textures and the transition from grass to dirt isn't as sharp.

Modifié par Pstemarie, 12 janvier 2014 - 03:41 .


#36
TheOneBlackRider

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Pstemarie wrote...

TheOneBlackRider wrote...

This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?


Yes, as it just adds things, it will work with areas already built. The only tiles that have been redone are the grassy trees which still have the save ground contour but different trees on them. However, it does require that you have Project Q installed.


Thanks for the clarification, Pstemarie.

#37
Pstemarie

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Still working on missing crosser tiles and making sure that all the Wildwoods slopes line up correctly with TNO slopes. Its a pretty big job, but I'm learning a lot about crossers and tiles in general. I'm also trying to simplify the walkmesh whenever feasible as it seems to cure pathfinding issues.

#38
YeoldeFog

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Looking forward to this!

Modifié par YeoldeFog, 18 janvier 2014 - 11:28 .


#39
T0r0

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" I'm also trying to simplify the walkmesh whenever feasible as it seems to cure pathfinding issues"

Yep, I did this also for the handful of wildwood tiles I used.

#40
Pstemarie

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Big thanks to Zwerkules for a comment he posted in another thread about TNO's path nodes being all messed up on the hills and some other tiles and terrains. I've started fixing these issues and its making a HUGE difference in the path finding on that tileset.

#41
QlippothVI

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Pstemarie wrote...

Tiberius_Morguhn wrote...

Download available yet to experiment with? (:please:)


Soon.


:o

#42
Zwerkules

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Pstemarie wrote...

Big thanks to Zwerkules for a comment he posted in another thread about TNO's path nodes being all messed up on the hills and some other tiles and terrains. I've started fixing these issues and its making a HUGE difference in the path finding on that tileset.


I guess I should have posted a note the moment I found out about all those wrong pathnodes in the TNO set. This should be of interest to Shadooow, too.

Since you are working alot with the tileset, I guess you are well aware that there are many other bugs in it, such as activated 'rotate texture' on some wall textures, 'rotate texture' not activated for some ground textures that should be rotated, double meshes and some more. I wish I had written those bugs down when I saw them. They are easy to fix, but now I don't know which models have them.

Since I had no intention of making an override for the TNO tileset (especially since project Q was already working on it and you already changed the parts of it that looked bad, like the roads), I never fixed any of the bugs I found in that tileset.

BTW the texture from wildwoods you used on that watermill bridge looks really nice, but Six made it especially for his buildings and it has some shadows on it where the roofs of his buildings are. Maybe he's got a version if it without those shadows.

Modifié par Zwerkules, 19 janvier 2014 - 06:51 .


#43
Pstemarie

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Zwerkules wrote...

BTW the texture from wildwoods you used on that watermill bridge looks really nice, but Six made it especially for his buildings and it has some shadows on it where the roofs of his buildings are. Maybe he's got a version if it without those shadows.


Yes, I'm aware of the shadow issues. The texture was designed to be the equvalent of two tiled wall textures over one wall plane (thus a 1001 x 1001 plane can fit on the texture four times. I'm only using the lower portion of the texture and the little bits of shadow that get on the model give a suitable illusion of grime.

As far as the bridge goes - yes, its a pretty good swatch of shadow that will eventually be hidden by some ivy and other "patch" tricks.

Modifié par Pstemarie, 19 janvier 2014 - 07:02 .


#44
Carrot Sticks

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Out of curiosity, would this be folded into Q, or left as a separate hak?

#45
Lord Sullivan

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Pstemarie wrote...

Remapped TNO Thatch Houses - now they match the cottages in Wildwoods...

Posted Image
...
Posted Image

The roof of the mill has been redone, thickening the thatch so its more like the other thatch roofs. The stonework has also been completely retextured. 


I have to say that it's looking pretty them good and I'm liking these 2 screenshots alot.

Still can't get used to the "vomited omelette" like color scheme of the (apparently suppose to be)grass texture specificaly in the very first screenshot posted at the begining of this thread and a few post up from here. Otherwise
looking good! B)

Modifié par Lord Sullivan, 04 février 2014 - 04:23 .

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#46
Pstemarie

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Lord Sullivan wrote...

I have to say that it's looking pretty them good and I'm liking these 2 screenshots alot.

Still can't get used to the "vomited omelette" like color scheme of the (apparently suppose to be)grass texture specificaly in the very first screenshot posted at the begining of this thread and a few post up from here. Otherwise
looking good! B)


Sully, that's actually the tno01_grass texture in all its ORIGINAL unmodified glory. The color was extremely highlighted by the wrong ambient/diffuse settings on the 3D grass. The grass in the 2nd screenshot is how its supposed to look.

#47
Pstemarie

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Carrot Sticks wrote...

Out of curiosity, would this be folded into Q, or left as a separate hak?


No. I'm keeping this stuff separate. Not all my creations/mergers need to be tied up in Project Q. Also, having it separate prevents it from making demands upon my time like that insatiable little beast Q does.

:devil:

Modifié par Pstemarie, 05 février 2014 - 12:01 .

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#48
Carrot Sticks

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Pstemarie wrote...

No. I'm keeping this stuff separate. Not all my creations/mergers need to be tied up in Project Q. Also, having it separate prevents it from making demands upon my time like that insatiable little beast Q does.


Makes sense; Q is certainly a large undertaking.  Also, this looks brilliant, and it should be fantastically fun to build with.

#49
Pstemarie

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It's a lot of fun - gives a whole new look to the game. The only headache is Six's hills - they have less edge verts than the TNO hills so it makes for lots of gaps when you get the two side-by-side - gaps I need to fix manually.

#50
Tarot Redhand

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You could always say that they are sink-holes.:whistle:

TR