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Merricksdad's Black Hills Tileset (First Look)


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#276
MerricksDad

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Having a very hard time with this larger monitor as my building screen. If I split my monitor, gmax does not register the middle mouse click (rotation around view point) without first defaulting the X coordinate on screen to that of the far right of the primary screen. I may have to try going without two screens and just make the larger screen my default.

 

Playing NWN with two screens has an issue when I open any transparent menu. Like if I bring up the debug panel, all the walkmesh grass goes white within 2 seconds. If I close it, it goes back to drawing correctly within 2 seconds. Very strange.

 

Still tweaking the brightness contrast and sharpness. It was looking like an old 8 bit system when I first turned it on. Not good for editing models.

 

Edit: Finally got it all set up as a primary display. This is a bunch of work for something that should be really simple. I feel old...



#277
MerricksDad

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ok, I am having so much fun with this 32 inch monitor for gmax. This is awesome. I'm pumping out tiles like mad now. I already have done the new basic granite areas, and have almost completed some of the shist monoliths laying on their sides. Not sure how to complete that terrain type yet, but I will be posting pics of what I have so far.

 

Also, looking at google maps with this is spectacular. It is almost like being in a flight simulator helicoptor or something.

 

i1yYbv6.png

7c1ssr4.png


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#278
MerricksDad

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Done:

  • Tall Granite
  • Raise
  • Raise + smooth crosser
  • Moved Shist to variants of Raise tiles
  • Modified Schist texture to be less cartoony and somewhat shorter

Next: Granite Raise and Granite Raise + Smooth

 

No walkmeshes are available yet. Doing them last

 

L9Nxgw2.png


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#279
rjshae

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For a second I thought that was an Escher... :)



#280
MerricksDad

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For a second I thought that was an Escher... :)

Yeah, without shadows, it is hard to tell sometimes. I was hesitant to post it because I had the same issue when I first looked at it here.



#281
MerricksDad

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As much as the above texture looked niced in GMAX, it didn't come close to looking good in-game. So I redid the texture, increasing the file size from 512 to 1024. Then I resized the texture on the object to tile x2. This gives a much better texture quality without the graininess. Of course after that there was too much noise to go with the other textures I am using, so I made a new texture based on many images I took while in SD this year. What I ended up with is much more like you can see on google maps/earth.

 

INmVy2c.png

 

But then it was too soft looking, so I extruded a bunch of faces on the meshes, making them look more like the rocks in SD up near the spires area. Still needs a bit of noise added to make them not look like pudding blobs, but you can see where I'm going with it now. Here is a shot taken at 7AM in-game so you can see most of what is going on, both color and physical texture wise.

 

The next process will be to add that noise on the extruded faces, and then select those same faces in localized groups to apply the texture to each cracked section. Right now I'm just using a 1k block UVW map, which sometimes makes ugly texture seams as it rotates 90 degrees suddenly at a face which is more upward facing.


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#282
MerricksDad

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Kid had a belated birthday gathering today at the park, which lasted 4 sugar-filled and caffeine overdosed hours. After I got back, I decided to make this:

 

sDaoif8.png

 

And after that, I wondered what I might make with it if I smoothed it down and spiked it up for some mountain peaks in the background, and this is what I got:

 

91NMJmU.png

Which strangely enough is a good first step in making a picture I found last night.:

cqSZ5bk.png


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#283
MerricksDad

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This morning's version is the final for granite lands "mountain" terrain type. In the picture on the previous post, the top image will be an alternate for the spires area. They flow together quite well, in both texture and shape. The previous one has a gradual slope to the top, while this one has a sharp slope. You could consider one the smooth crosser type, and I may fully flesh out that option.

 

The new one has some edge issues I need to clean up, but other than that, just decals and placeable-like objects need to be added.

 

This will also be the shape of the granite boulders you can add as actual placeables. It should allow you to customize the regions for both mountain and spires, and also cover up any blemishes you find don't fit your wants.

 

HyQlUYq.png

 

ULdHJp8.png


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#284
Tarot Redhand

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Errrrm, is it just the angle the screeny was taken at or is the ground really eating the PC's feet?

 

TR



#285
MerricksDad

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The walkmesh on every tile is temporary, and the rises in the landscape are not walkmesh mapped yet. It makes it easy to quick test by setting them all to the same walkmesh. Still working on a good grass texture, and this is definitely not it.



#286
T0r0

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This makes me want to dust off my nwn and have another go at it ! Truly inspiring MD !!!
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#287
MerricksDad

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These are some really high poly tiles with no shadow blocks installed yet. I really like it as is, without the shadow. I can only imagine what it will look like when I do install those shadow blocks.

 

Thinking to take the morning off working on this and having lunch with my wife, and then off to the childrens garden with the boy to watch him play (while I collect this year's new plant seeds).



#288
Tonden_Ockay

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Please do T0r0 you have done a lot of great work your self and I for one would love to see you do some more. I'm sure there are others who feel the same way. You could just work on something now and then when you have a little free time.

 

Well I hope to see you back at it again T0r0



#289
Tonden_Ockay

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Well it sounds as if you have a nice day planed MarricksDad. I hope you all enjoy your selves.

 

Oh and I'm looking forward to playing around with this tileset.



#290
MerricksDad

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Well it sounds as if you have a nice day planed MarricksDad. I hope you all enjoy your selves.

 

Oh and I'm looking forward to playing around with this tileset.

 

I'm just about to pack up what I have so far, with new walkmeshes for those tiles, and then continue to pump out additional edge and crosser types as I go. I may pack them with the wrong walkmeshes on purpose, just so I can modify those later all at one time, rather than have to keep updating them as I add trees and boulders. It isn't like anybody can really use this as is right now anyway, so perfection isn't important until later.



#291
MerricksDad

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Having a new issue...When I play NWN and move from one light source to another, the transition time is really fast. Is there a way to change that? If I walk down a hallway with multiple colors of light sources, or with areas not lit, it just kinda flickers from one to the next. Horrible. Also, sometimes when I use a torch in a darkly lit area, the torchlight no longer radiates into the area. Anybody else ever have that?



#292
Tonden_Ockay

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To be a truly honest I haven't played a lot of NWN. Sorry I have spent most of my time just playing around in the toolset, so I wouldn't know.



#293
MerricksDad

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While smelling this roast cooking, I decided to take the alternate spire filled mountains and turn them into a kind of mountain+1. It is simply something you can now draw with inside mountain tiles, not a true +1. I also took the two mountain variants and joined them at the seams so they can be interchanged, giving you 6 variants of any given mountain tile. This now allows you a stepped version, as well as a billowy granite outcrop, and you can mix and match at the seams. Here is a shot showing the two mountain variants connected (front right), the higher elevation mountain centers (back middle), and the normal +1 raise function with alternate schist bearing tiles (foreground). Keep in mind the grass and schist textures are not the final textures. It also shows what mountain tiles look like up on a raised section (this one raised a few times in the foreground).

 

YwjChhH.png

 

Now imagine the trees on this


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#294
Tonden_Ockay

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Very nice, I'm really liking the way its turning out so far. I can't wait till I can download and run around in it.

 

Keep up the great work.



#295
MerricksDad

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Spent some time last night working on the ledge look for basic rise, which I didn't like. I had simply copied that from another tileset I had done a while back, and modified the textures. Nothing that I can see in SD looks like that, so I intend to change it so that it pokes out, rather than in. The base texture for the rise was going to be schist, but it looked wrong, so I went to a brown limestone that could be confused with the rusty side of many of the SD schists. That too was insufficient. After viewing a bunch of pictures last night, I think the texture needs to be changed to brown pine needle rich dirt with schist debris. At that point, the user can choose to cover it with the schist placeables I am working on, or it can be repainted to a limestone cliff as a crosser. The debris can double as limestone chunks.

 

After a second coffee near 10pm, I decided to revisit the highest peaks of granite in SD via google earth. I measured the drop off from harney peak at 50 meters. Full scale, that is absolutely ridiculous looking in the toolset/game. Half z scale at 25m is still large, but not impossible. However, the work required to get a person from base level up approximately 10 tile heights (3m tiles) is simply not going to happen in NWN without a really big tile group. So what I am going to do is offer a 25m chasm with which people can imagine they are already up on top of the granite summit. I've also created a completely bald rectangular-cracked granite tile to represent being up on top. It also comes with a raise function, so you can near fully represent the peaks in SD. Strangely enough, the slope of the granite peaks is the same as the slope of the stuff down below, at about 3:10, so that makes it really easy on me. What you would do is fully replace the base texture of the area first with the bald summit terrain, then draw your cracks, rises, and chasms. So basically you are going to get two granite lands tilesets in one, but I will make super basic conversion tiles from summit to base grass to make it easy.

 

I also picked out some textures to replace two of the three unique faces of the schist. In SD, the upper weathered schist is usually gray green with lichen, so I can use the same texture as the granite currently. If clean, that same schist is super shiny, almost metallic silver, with a green-blue tint from the chlorite, and has a wavy texture in most cases, almost like frozen silver beach sand with wave markings. The break side is laden with purple, smoke, blood red, and white streaks of quartz, stained to various colors by nearby minerals. Another side, often having a break across many layers of the schist, is totally flat, and often covered in red orange rust. These are the most common places to find older trees forcing the rocks apart. I'd like to build a large set of schist placeable bolders with definite sides, then offer up a few varieties of texture for each side. That same rusty side, when cleaned by storms, is often dark gray-purple. Only the rough break side would retain its base texture, or I could supply a darker varity for that side. In any case, I need lots of those to go with the schist area.

 

That schist area will basically be high rolling brown pine needle dirt with heavy rock debris. I may use the same texture as the rise cliff. It will also be very roughly cut with deep channels where schist pokes out at a near-constant angle. Broken-away sections which are on-tile will be in various directions. For the rise, I will probably make the schist poke out opposite the rise direction on every tile. That will make the schist hogbacks I want, and maximize the walking area on the upper portion of the tile. Users can then sprinkle the area with all the unique bits to fully populate the tile as they need, or block off walkable routes with huge fallen schist.

 

Another thing I worked on directly after posting the image above was to improve my display color output. The color still isn't right, so I find it hard to show you what I am seeing when you probably don't have yours set up that way. In working with that, I tinkered with the area visual properties and switched the sky to stormy day, the fog color to 96 gray, the ambient to white, and the diffuse to 128 gray. I then set the fog value to 15 at my normal distance of 120m. This is what I got:

 

VFeVt9d.png


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#296
rjshae

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That last shot is starting to resemble Scottish highlands. I like it.


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#297
MerricksDad

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Having some fun this morning making (carved-by-hand) new cliff types. These ones should properly show that terrain change near chasms. Also working on the terrain for +1 corners including mountain terrain, so you can create those slowly sloped rises up to a cliff, with ease.


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#298
Tonden_Ockay

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Very nice and I'm loving the screenshots



#299
T0r0

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MD- I'm interested in hearing more about this surround edge system. As in how it works, I get what you're saying about the end result. Will this be working in your beta release ?

#300
MerricksDad

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Seeing as I am packing two tilesets into one, I don't know what parts to name the surround currently. But here is how it works...

 

Lets say you pick a 16x16 square map. Normally you have tiles around the edge which fade out to gray, and I think (correct me if I am wrong) they repeat 3 tiles past the boundary tile. You have ONE, just ONE option for a tile that goes in that place off-map. That means that for the distance of three tiles, you have exactly the same three tiles, and can ONLY have straight lines going away from a rise at the edge of a map.

 

kkA0k9N.png

 

What I do is offer an edge tile which is placeable at not just the boundary region. The tile is fully, or mostly, unwalkable, and is intended to not be seen past. This surround tile builds a more unique background off the edge of the map, and depending on your needs, could be many decimeters off the map. Because you can use the surround terrain anywhere adjacent to the required tile type, you can create edge boundaries mid-map if you want.

 

Really this is no different than what they do in the OC forest tileset with the stone wall, except in that I have one or two edges of the tile let loose into tilespace behind them.

 

What you can then do with the surround tile is make a "wall" or "hole" which the player cannot cross, which also serves as the edge boundary of the map, but may come with distant model parts which can be viewed from the location of the tile. Placeables at a distance fade away completely, basically turning off. On-tile parts do not. So, imagine if you will, a mountain peak matching the mountain terrain color and shape can be added to the surround tile, but be 100 meters in the background, and outside the walkable area of the map. It will stay visible at any distance and remain above the fog collection point on the horizon. Depending on the distance, it can appear rotated toward another point in the sky to appear as though it is further around the bend of the earth.

 

Basically this makes your surrounding edge far more unique, but doesn't add the clutter of placeables. And because it is a placeable tile on the map, you can make groups of them which perform a certain function, such as the mountain I mentioned. Or an erupting volcano in the background, without having to make an animated skybox. Or place a known castle in the background at the proper distance so it moves in relation to the user's position, not with the sky point.

 

My initial intent was to simply break the monotony of the gray space outside the area border, but it went beyond that intent.

 

For the granite lands tileset, I didn't initially know I was going to have basically two tilesets in one. Right now, I have a bottom up tileset, where you start with rolling grass and move up granite bluffs. The other is the top of granite summits down into 25m chasms, in which you can see various terrains and crossers below. With the ground up approach, I assumed there would be a majority surround which was mountain, but that graying edge mountains repeating into the distance would look off, so I intended to have a group which placed a huge granite mountain, where the majority of the surround would simply be unreachable heights of granite. I thought to also make them more fantasic in shape than lower elevation granites.

 

Unlike the OC forest tileset mountain edge, in the granitelands you can actually reach the top of the rise. So I need another type of high surrounding tile which does not match the base rise, otherwise all you would see is endless flat top granite.

 

So with the top down subset within this tileset, the 25m chasm may be sufficient. I don't intend to have the chasm area be walkable, so that will save on processor time calculating walkmesh details. But I do intend for the user to place various crossers within the chasm terrain, so that rivers and wooded areas can be seen below, not just naked grass or zero black chasm. In this situation, the distance the user is from the actual area edge should allow me to make use of OC style edge tiles, simply making a common chasm edge tile and calling it good enough.

 

I had originally did this with my redwood tileset which none of you ever got a chance to download. It was set similar to the OC forest, except that you could have a thick forest as an alternate edge to the mountain. In the space of 30m off the surround tile, I was able to blend a blocking wall of distant trees with actual mesh-built trees, and I was also able to more easily meld that blocking tree wall with a blocking mountain wall, much further out of visible range of the player.

 

VYpzt3w.png

Above image shows appoximate 2.5 tile width edge tile, with 0.5 tile width walkable region. The back curtain wall blends with the mesh trees of the same bark type, and is designed to match most fog colors by using a gray fade texture to represent the distant background. Multiple varities of the eedge replacement tile allows for far more variety than in the OC.

 

2yJMTqC.png

Above image shows 3.5 tile depth path leaving the forest, as well as 2.5 tile depth mountain-forest joining right or left on the tile, while making use of the deeper forest edge depiction.

 

xKM3WSu.png

Forest "surround" in action using short range fog threshold.

 

This deeper edge also allowed me to more flesh out trails going off the edge of the map. Instead of the rural set coming to an abrupt black hole in the trees with a stupid sign post, what you had was a three tile system which faded into the fog, rather than instantly to gray, and most importantly, was not confined to a repeating straight line of tiles. Because the first tile is placed on the usuable map, more of the area was available for interaction, so I could put a type of door over the first portion of exiting tile, but instead of just a blue rectangle over a black hole in the trees, I could have a toll gate that you could stand at, with appropriate guards, and still see off into the distance multiple tiles away.

 

In the past set, I had a much lower fog threshold, so I was able to do all this with just the three tiles distance. I am now using a 120m threshold in my areas, so that requires more distant artwork in many cases. However, since I am working with monumental heights, all I have to do is portray more mountainy stuff in the distance and the fog can be used to cancel out what would not be able to be viewed anyway. You'll never find your character on top of one of my surround tiles, so I know exactly the angles the character can see to from points within the surround curtain, so I know what they will be able to see and what I can simply omit.


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