Ir al contenido

Foto

Released Campaign: Untold Tales Of Tolkien: The Umbral Abyss


  • Por favor identifícate para responder
99 respuestas en este tema

#26
kamal_

kamal_
  • Members
  • 5.235 mensajes

I included a 4x8 and a 12x12 pre-blended map in the following pack.

http://neverwinterva...als-random-maps

 

For example I used the two pre-blended maps in that pack and simply swapped textures to make all the maps in that pack, so the snow maps are the same texture pattern as the forest maps, just with snow textures instead of grass textures. As long as the initial pre-blended map is well blended together, it's not apparent at all that the texture pattern is the same, no one will think that the texture pattern for snowy highlands are the same as the one for the swamp and the desert. Then I filled in with road textures or cliff texturing or whatever I needed. I think I made a 32x32 pre-blended at some point for my own use, and I just use terracoppa to get whatever size area I actually need. I think I used three textures in my pre-blended area, which leaves me with three textures to use for customizing in each terrain square where the limit is six textures.

 

Nicethugbert had the texturing done for his YATT area packs done automatically somehow, as it's too smoothly done for anyone to have done that by hand.


  • A MERP_UK le gusta esto

#27
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

I like the sound of this. Many, many hours have been sunk into texturing. The toughest part for me is visualising what the final product will look like - often the ingame result is somewhat different to what you see in the toolset which causes be to run back and forth swapping them around.

 

Thanks, will definitely be having a play with this.



#28
kamal_

kamal_
  • Members
  • 5.235 mensajes

I like the sound of this. Many, many hours have been sunk into texturing. The toughest part for me is visualising what the final product will look like - often the ingame result is somewhat different to what you see in the toolset which causes be to run back and forth swapping them around.

 

Thanks, will definitely be having a play with this.

I'd definitely encourage you to play with it, taking one map and swapping the textures to radically different once, turning all the grass textures to snow textures for example. That should give you an idea of how much you can change the look of an area just with texture choices, without having to repaint all the textures. Try some "mixed" terrain textures, (snow and grass and desert for instance), I found that good for getting an idea of what the base texture and the primary/secondary highlight textures are. The preblended maps are naturally going to have a base, primary and secondary texture highlights as a result of you being human and not mixing things perfectly equally. You don't want it perfectly even anyway, as the natural unevenness of your effort will look more natural. Once you're comfortable with that then you can start swapping in different textures of the same type (three grass textures for instance) and you'll get a feed for the kind of look you want to have as the base for your area.

 

Another trick that got used in the official game but I'm not sure I've seen mentioned is to use the color tool to color around the base of buildings. You can see this in the OC, it's very evident at your stronghold if you turn off showing of placeables in the toolset. I do this around my buildings with the 0/6 brush I mentioned previously. I think it gives the buildings a more "organic" placement onto the map, the buildings look better integrated with the map terrain, they have a sense of having been there for some time rather than kind of "floating" in the terrain (like characters feet with the terrain, where games have trouble giving a sense of contact between the two). It's one of those "feel" things that's kind of hard to put in words.

 

You can also do this object outlining with textures if you have textures available. For instance I put some dirt texture around a campfire in a snowy area for instance, to show that the heat from the campfire has melted the snow around it.


  • A GCoyote y a MERP_UK les gusta esto

#29
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Ahh, yes I do enjoy placing little details like that. The city of Dale is the central point from this moment in the campaign series up until it's ending, so I put a lot of time into fine details like that, makes a hell of a difference. I will have to go somewhat through the same process again later in the series as this same large city area will need to be updated to a winter season appearance along with severe battle damage. It feels daunting, but it will be a fun challenge. All these tips are going to help immensely.



#30
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1.832 mensajes

wouldnt thugbert have used yatt to get his inhuman textures done?



#31
Kanis-Greataxe

Kanis-Greataxe
  • Members
  • 158 mensajes

yes he did but he had to generate the texture maps with l3dt while making the height maps



#32
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Seasons greetings one and all. Thank you for all the feedback and guidance over the year.

 

http://merpuk.blogsp...er-holiday.html


  • A rjshae le gusta esto

#33
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Happy new year everyone. We've been playtesting :)

 

http://merpuk.blogspot.co.uk/



#34
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Blog has been updated with a look at a new region in the campaign and I have added a new gallery of Umbral Abyss related screenies from playtesting.

 

http://merpuk.blogspot.co.uk/


  • A GCoyote y a rjshae les gusta esto

#35
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

An update on Erebor!

 

http://merpuk.blogspot.co.uk/


  • A GCoyote le gusta esto

#36
rjshae

rjshae
  • Members
  • 4.477 mensajes

Looking good!

 

The one thing I'd like to have (one of these days) is a different style of jail placeables. Perhaps one with grid-style bars and no stone base, and/or something spiky and evil-looking. Also hoping I'll run into a hanging cage model one of these days, or that too may need to be built.


  • A MERP_UK le gusta esto

#37
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Thanks. Yes, i've lost count the number of times I have had to use those same placeables. There is the wooden "cages", but they tend to look out of place in interior areas.

 

I recall NWN1 CEP having some nice hanging cages which you could place skeletons/loot inside. Perhaps a possible conversion? I'm no modeller, but with the difficulty of getting hold of certain placeables, im tempted to start learning. Compared with NWN1, it do miss the wide range of community content, not to diminish the quality of what we do have here, it is great stuff.



#38
Tchos

Tchos
  • Members
  • 5.030 mensajes

There's a jail door in the Witcher placeables, but only the door (actually, now that I look, I see there's a separate frame placeable, too, but it looks like it's meant to be embedded in stone walls).  It's not a grid style like you mentioned, Bob, but it still looks more solid than the stock jail door.  There are several cages in it, too, including one hanging one, but they're for animals.  This one might look suitable scaled up to human size, and without the iguana.


  • A rjshae y a MERP_UK les gusta esto

#39
rjshae

rjshae
  • Members
  • 4.477 mensajes

Thanks. Yes, i've lost count the number of times I have had to use those same placeables. There is the wooden "cages", but they tend to look out of place in interior areas.

 

I recall NWN1 CEP having some nice hanging cages which you could place skeletons/loot inside. Perhaps a possible conversion? I'm no modeller, but with the difficulty of getting hold of certain placeables, im tempted to start learning. Compared with NWN1, it do miss the wide range of community content, not to diminish the quality of what we do have here, it is great stuff.

 

NWN1 models tend to be a little too low on detail and somewhat blocky; I've become hesitant about using all but the most refined. But yes, the CEP could be worth a longer look.

 

There's a jail door in the Witcher placeables, but only the door (actually, now that I look, I see there's a separate frame placeable, too, but it looks like it's meant to be embedded in stone walls).  It's not a grid style like you mentioned, Bob, but it still looks more solid than the stock jail door.  There are several cages in it, too, including one hanging one, but they're for animals.  This one might look suitable scaled up to human size, and without the iguana.

 

Alas I can't do animated doors in Blender. At some point though, I would like to have a collection of all available animated doors (and animated placeables) as a single hakpack. There's a few in the Cornucopia and a couple in the tilesets.


  • A MERP_UK le gusta esto

#40
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

I am using Cornucopia and kamal_'s tileset project. I didn't have witcher placeables enabled though. In this case, I may enable it if I find myself in need of something more specific.

 

Amen to the animated placeables collection. You'd find me in the queue for that one :)



#41
kamal_

kamal_
  • Members
  • 5.235 mensajes

There's a jail door in the Witcher placeables, but only the door (actually, now that I look, I see there's a separate frame placeable, too, but it looks like it's meant to be embedded in stone walls).  It's not a grid style like you mentioned, Bob, but it still looks more solid than the stock jail door.  There are several cages in it, too, including one hanging one, but they're for animals.  This one might look suitable scaled up to human size, and without the iguana.

Put the iguana on a stick.


  • A MERP_UK le gusta esto

#42
Dann-J

Dann-J
  • Members
  • 3.161 mensajes

Put the iguana on a stick.

 

Yes. Everything tastes better on a stick.

 

_wp-content_uploads_2008_05_bjsigns12.jp

 

(Lizard, rat and sea horse, from left to right)


  • A MERP_UK le gusta esto

#43
Tchos

Tchos
  • Members
  • 5.030 mensajes

I can't even tell what those are.  They look like dried out stalks of some kind of grain crop.  Anyway, I'll do the cage and iguana variations and talk about it elsewhere.


  • A MERP_UK le gusta esto

#44
rjshae

rjshae
  • Members
  • 4.477 mensajes

I've seen fried guinea pigs on sticks, down in Peru. Pretty freaky, almost like running across some post-apocalyptic food vendor.


  • A MERP_UK le gusta esto

#45
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

I didn't see scorpion on a stick mentioned, seen that one :P



#46
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Today I shall be mostly upgrading items!

 

http://merpuk.blogspot.co.uk/


  • A rjshae le gusta esto

#47
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

Well that was relatively painless. I now have a means for players to add certain properties to items, skills/feats and restrictions on item type and maximum properties permitting. The only thing which delayed my progress was getting the new properties to apply to the item. I tried AddItemProperty and IPSafeAddItemProperty, but they just wouldn't bite. I figured maybe this could only be called on an item the player has equipped? (The items in question will be in the inventory of a workbench placeable)

 

So I decided to try using hidden items with the desired property as "source" objects for the use of IPCopyItemProperties. Well what do you know, it worked first time.

 

I don't know if this is the cleanest way to do it or if I missed a step somewhere, but it appears to do the job with no ill effects I can discern. Er... yay? :huh:



#48
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

I have published a showcase and commentary of the upgrade system in action.

 

http://merpuk.blogspot.co.uk/



#49
MERP_UK

MERP_UK
  • Members
  • 96 mensajes

And after much tinkering, I have put together a similar showcase on the Potion Brewing system, hurrah.

 

I'm moving on to getting the middle chapter tied up now. A couple of quests to do which will revisit one of the well known areas from Indanthrine Prince, though in rather different circumstances. I have been looking forward to this one... leave the best till last, I guess :)

 

After that, I am looking to put out a beta version of the campaign to willing guinea pigs. I have some takers already, but the more eagle eyes the better.

 

http://merpuk.blogspot.co.uk/



#50
rjshae

rjshae
  • Members
  • 4.477 mensajes

Some day somebody should put out some scripts to handle potion miscibility rules... in the distance, a rumbling mwahahahah sound is heard echoing down the passage.


  • A MERP_UK le gusta esto