Aller au contenu

Photo

Merricksdad's Black Hills Tileset (First Look)


  • Veuillez vous connecter pour répondre
652 réponses à ce sujet

#376
KlatchainCoffee

KlatchainCoffee
  • Members
  • 258 messages

We love having you around here and watching you do your magic, but if you need to put computer-related things aside for a while to get out more in the fresh air that's what needs to be done. My current job just needs a computer and the internet, and it means I can, if I'm not careful, end up moving around very little and not getting out of the house for days at a time - both liable to not make you feel that great soon enough (e.g. I noticed I was losing feeling in two digits of my left hand cause I took the habit of propping my head up in a certain pose as I read text on the comp).    It's about finding the right balance, I guess (and also tricking yourself into thinking doing things a little differently isn't that hard - from making sure you change your posture often enough as you work to going for a 10-minute run, when you have a window for it)  Diet is another big one - baked fish, fruit & veg & good quality bread over processed meat, deep fried stuff and pastries. I had to survive for about 2 weeks mostly on cans and noodles recently & am still recovering from that. X)

 

You take care of yourself MD and even if you have to put this stuff 'on ice', please don't disappear altogether. :)


  • OldTimeRadio et MerricksDad aiment ceci

#377
T0r0

T0r0
  • Members
  • 310 messages
Oh man, hope you feel better. Health comes first tho. Get one of those gadgets that remind you to walk around when you sit for long periods.
  • Frith5, kamal_ et MerricksDad aiment ceci

#378
CaveGnome

CaveGnome
  • Members
  • 292 messages
What KlatchainCoffee and T0r0 said... Take care of yourself MD. Nwn moding is a fantastic hobby, or perhaps even more... some sort of art. But we live in the 21st century, you don't need to give your health in the relentless pursuit of digital beauty. In fact, taking some time off to walk, swim, ride a bicycle or do what outdoor activity you like will help you replenish batteries. I am quite a heavy compulsive computer user on my own and found a few useful tricks to manage this. I made a simple wood top platform suporting screen and keyboard to enable standing up work. Now I can alternate sitting and standing between my 2 main comps. For my compulsive internet habit problem I use a Firefox extension named "Leechblock" and i bike a lot. These are mostly workarounds, but ya know, gnoms are just bawd tinkers, so listen whot your doctor says first :-)
  • kamal_ et MerricksDad aiment ceci

#379
Tonden_Ockay

Tonden_Ockay
  • Members
  • 587 messages

Hey I understand with my three boys playing on two different football teams that I help coach and my girls in cheerleading I just don't have any free time right now.

 

I really like NWN but I can always come back to it. However as for my kids they wont always be kids and I cant get this time back with them. We all know that real life needs and should come first. I will be back at it once I have a little free time :)

 

Take the time you and or or family needs.


  • MerricksDad aime ceci

#380
Verilazic

Verilazic
  • Members
  • 162 messages

That list looks kinda scary, MD. Even beyond exercising in the short term, have you considered a standing desk or perhaps one of those large rubber balls that some people sit on instead of chairs at their desks?


  • MerricksDad aime ceci

#381
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages

Hey, take care of yourself and drink lots of water.  If you can, get in to see a doctor!  Too much fun in front of a computer with a sugary, caffeinated beverage by my side lost me two back teeth, gained me four levels in gout and I started getting dangerously close to losing my saving throws against Type II Diabetes.  No fun!  


  • MerricksDad aime ceci

#382
3RavensMore

3RavensMore
  • Members
  • 703 messages

If you can, get in to see a doctor! 

 

I'll second, third, and fourth that.  I've had acres of physical problems, and the one thing I've learned is self diagnoses and treatment is the very last thing you want to do.  Going all in with exercise now may be the last thing you should do.  What you described could be very serious--or not--but you won't know until you see a professional.  /lecture


  • kalbaern et MerricksDad aiment ceci

#383
Verilazic

Verilazic
  • Members
  • 162 messages

3Ravens has a point. If walking is leading to new problems, you might just want to see the doctor first to see how to approach doing things differently. Shocks to the system can hurt even when they're technically supposed to be "good" shocks.



#384
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

My exercise is just walking a few miles a day. One at minimum. For months now, other than in SD, all I have gotten for exercise is grocery carrying, and walking the dog up to two times a day for half a mile max. The majority of time I am just sitting down, working on code, working on models, working on food, waiting for something to cook, or not moving around much while I clean something.

 

I'm not interested in any high impact or extreme cardio at the moment, because I know if something does dislodge, like a blood clot, it can cause at least three known issues, all of which can kill me :(

 

Taking it slow. This was supposed to be the "Summer of George"



#385
Tarot Redhand

Tarot Redhand
  • Members
  • 2 688 messages

1st things 1st - I am not a medical practitioner of any sort. Having said that MD, those symptoms do not sound like a lack of exercise could cause them. See your doctor or at the very least your pharmacist who will probably tell you to see your doctor. We do not need to lose anyone on here because they wouldn't get expert advice boyo.

 

TR


  • MerricksDad et Verilazic aiment ceci

#386
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

2-3 hours of walking the dog in the morning directly after breakfast and my coffee and I feel a LOT better. If I can keep using the computer to 2-4 hours a day, with long breaks of moving and standing in between, I will feel a lot better still.

 

This morning I spent some time working on some more walking sticks. Funny thing is, yesterday and some of today I actually needed them to climb up and down hills. I feel so old sometimes. I have two made out of tulip poplar, one out of ponderosa pine, and now one I am working on made of canada hemlock, all twisted and gnarled. It found me. I was walking along the river bank, and it just came to me. Guess it is mine now.

 

I also spent some time finishing a code bit to create placeholder tiles for a 4 elevation tileset with two elevations of water. It is very plain, but so far it works. Just exporting again because I forgot to turn off shadows previously and it made a mess.

 

Probably will post this one naked to the placeholder set listing on the vault. Unlike the previous, this one has NO crossers associated. Any that I do make for the final output will be already on the tile, like for lower height tiles.

 

Now, my next goal is to attempt magic allowing me to go in non-similar increments of height. I want to go up 150, up another 150, and then another 300 and another 300, but I want level 3 to be at 900, not 600. The only thing stopping me so far is the flat sections, where all 4 corner terrains are the same, otherwise it is just a matter of tweaking corner terrain heights on the tile and fudging the numbers. Something for tomorrow morning.

 

fplu2hY.png


  • Frith5, Tarot Redhand, kalbaern et 4 autres aiment ceci

#387
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Cloud realm?



#388
Malagant

Malagant
  • Members
  • 221 messages

Lucencia.



#389
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

I just spent another half hour automating turning all the +1 height changes in the 4W tileset into smooth ramps. It was easier than expected. If I can do that kind of programming and make all the mountain shapes the way I want, this tileset should be done really soon. Looking forward to it.



#390
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Lucencia.

Looking this word up, I get at least 1 male bikini page.



#391
Malagant

Malagant
  • Members
  • 221 messages

LoL... It's an old Bard's Tale III: The Thief of Fate reference (which can now be officially filed under the obscure descriptor, I suppose). I used to play this series religiously on an Apple IIc back in the day. I always called it the Neverwinter of my teens. In this particular entry, you have to travel to different themed domains in order to complete your quest. Lucencia was the sky / cloud themed domain.

After this lovely gem showed up years ago, I used to want to do something similar with this entry since BT2 was somewhat unrelated, story-wise. The sky tileset would have been perfect, but for the rainbow roads and stark blue buildings. I also never could find an adequate set for Malefia because I always saw it as a bit Far Realm.



#392
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Yes that cloud tileset does look both horrifying and very interesting at the same time. It seems though that you could do a texture override hak, just replacing whatever draws the rainbow with another transparent white texture, and then doing the same with whatever makes the blue. I wonder if it would be just two or three textures.



#393
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

So far, the idea of non-similar heights has to stay in the realm of fantasy, or NOT use Sen's method, which severely reduces the tallest elevation you can achieve. I think I will throw that out the window. The only alternative I see is to make a half-height crosser which can be applied to single height changes, or to both single and double height changes. But that adds a strange task and a strange number of tile requirements.

 

So today, instead of messing with unimportant, I will be working on building a script to convert flat vertical faces on +3 and +4 elevation changes to weathered granite. I'll also be setting aside a kit of 16 - 32 shape changing boulders which are meant to fit near or on the edge of +2 elevation changes. In this processes, I need to use my scripts to detect face slope (which I wrote years ago), and that script automatically tells me which slopes I should have as walkable. I'll be modifying that so I can tell it what the maximum slope is for walkmesh grass.

 

I love automation.

 

I really enjoyed last night when I found out how easy it was to automate converting all +1 slopes to smooth inclines. Hopefully granite peaks go as easily. I still need to make a clone of that automation to work on the smooth slope into shallow waters, but that should be just a few lines.

 

Getting close now. If this stays this easy, I will be able to easily include a forested optional terrain for 0 thru +2 quite easily, just by duplicating the tiles and re-texturing the base mesh.

 

The script I have for tree placement takes a clone of the original base mesh, tessellates it 2x, then uses that more complex mesh to determine actual verts to place trees at. It is a very simple way of getting the actual height data of any random place on your mesh. Then it just picks from my tree collection and places a tree. Right now, instead of actually placing a tree, I will be simply adding specifically named dummy nodes, as something like treeA_##, treeB_##, and other identifiers like rubble, shrub, grass, etc. This lets me define the set of bio mass later, and use my other scripts to fill in the blocks later. All I have to do is parent the tree to the dummy and copy the dummy's position/rotation data to the tree.

 

The benefit of doing trees this way is that if large trees are placed (because I don't walkmesh out small volume trees), I can just tessellate the placement region once or twice and then select the accurate region on the base mesh, setting its walkmesh value to nonwalk. Makes it really easy. Almost simple enough to automate.



#394
Tarot Redhand

Tarot Redhand
  • Members
  • 2 688 messages

Getting close now. If this stays this easy

 

I sincerely hope this isn't a case of famous last words...

 

TR



#395
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Having some success making granite placeables this morning. Trying to remember all the pwk order and naming. Taking me a bit to get used to again. One thing I notice is that if the pwk plane ends up being below any other walkmesh region, like the tile wok data, then the tile wok data takes over, and the whole pwk is ruined for that entire placeable. This could actually come in handy for something. Otherwise, I am having to set the pwk data higher than 0 so that when my objects get used on the corners of elevation changes they can actually function.

 

zpZ0zZi.png

 

About half of the placeables shown above actually function where placed. Some of them are too close together and cause pathing issues.


  • Tarot Redhand, kalbaern, OldTimeRadio et 3 autres aiment ceci

#396
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages

I realy like your hills there. Awesome stuff :)



#397
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Spent way too much time sitting down last night. With a second coffee, I ended up sitting still for 6 hours, and I got nearly nothing done in that time.

 

I took the script I had written to smooth the +1 hills, and converted it to a rounding script for +2 hills. That worked fine. Then I took that script and tried to make a random contouring script for +3 and +4 hills. Here's what it does:

 

  1. Selects faces with angle of ascent > 45 (code I wrote a few years ago called selectSteepFaces with threshold variable)
  2. Tessellates the selected faces, increasing the polycount of only that region, without moving the edge verts off a plane (to keep adjacent tiles lining up)
  3. Selects a random 3/4 of the faces previously tessellated
  4. Extrude those faces locally 1m
  5. Switch to selection of verts
  6. Deselect all verts on outermost edges
  7. Add some noise
  8. Push out the faces a bit to make the noise more prominent
  9. Tessellate those faces a bit more, taking off the edge
  10. Switch back to the main mesh body
  11. Relax the entirety quite a bit to soften the blocks, keeping the outermost edges fixed
  12. Optimize heavily to reduce poly count
  13. Smooth to a low face angle
  14. Texture map

This works well if the randomly selected faces are adjacent without selecting only 2 which share a vertex. Otherwise, when any vertex is shared by only two selected faces, a mathematical mistake happens in the GMAX process between extrusion and the next tessellation, which separates that twice selected vertex into two. It seems to happen when noise is applied, but there is no evidence to support that, because when the verts are selected and counted in that region, they show the exact quantity of verts you see, not +1. Once the noise-tessellation combo are placed in the modifier stack, the twinning separates randomly, creating a fissure in the mesh surface. The later relaxing only widens the hole, tearing the mesh to pieces.

 

When I did the previous tiles by hand, I specifically chose clumps of adjacent faces, and without even knowing, had prevented this issue. If I go back into the modifier stack and fill in the missing faces on the randomly selected face mod, it corrects the problem 100%. So that means, what I need to do is create a script that, instead of picking randomly, picks adjacent faces to make sure any given vert is shared by at least two adjacent edges, meaning it gets only two or more faces which are adjacent at that vertex. I'll also have to check to make sure any vert with more than 8 shared faces does not have faces selected in two opposite quadrants from that center vert. That is going to be a whole page of math, I fear.

 

An alternative I dreamt last night was to select ALL faces used by a single vert. But even in that scenario, I still have to error check that any other vert elsewhere does not share a face with that selected poly region. Less math, but still pain.

 

While I was getting my coffee this morning, I thought up an idea to select individual groups, rather than a random X groups, and apply the other modifiers to each group separately. If I do that, I can loop it, without further math requirements.

 

I hope it works. If so, this tileset is basically done, minus tweaking the placeables PWK data. I still cannot get ALL placeables to function properly ALL the time. If I modify the PWK plane to rest 1m above the ground, more of them work, but also some that worked previously no longer work. I cannot find a happy medium. Another issue is that some of the placeables are so large (full tile-width) that they cross a tile edge. This is no big deal if they cross an edge where both sides are same-height. But if they cross a height offset boundary, the engine can no longer see any PWK data in that adjacent tile.

 

Basically I need some help, and ideas for the PWK stuff.

 

Another idea I was having was to make bubbly PWK data. I don't know how exactly that affects the tile WOK data, but I am willing to try. Given the z-placement of any placeable with PWK, does it change the area which cannot be traversed? Is only the above-ground region flagged non-walk? I must find out.


  • OldTimeRadio aime ceci

#398
T0r0

T0r0
  • Members
  • 310 messages
"The only alternative I see is to make a half-height crosser which can be applied to single height changes, or to both single and double height changes. But that adds a strange task and a strange number of tile requirements."

This is what happens in my project. My hill 0 is height 250, then next jump is 500 more. So hill 1 is 750. However you can put grass next to it (or 1 in from it) and it indents down back to 500 but it automatically places the reverse hill 0 from 750 to 500. Just kinda worked out that way. Still testing more for Ill effects. Probably nothing new.
  • OldTimeRadio et MerricksDad aiment ceci

#399
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

Tried the idea of selecting a single vertex and making a group from it this morning. What I did was have gmax select any random face in the already selected region (based on slope). Then I told it to get the verts associated with that face. Then I had it get the faces associated with those verts, which basically expanded the selection to all adjacent faces. Then I had it pass me back the verts for all those faces again, so I could use them later.

 

Very interesting how you can just keep reversing those two functions and eventually flood select the entire mesh. While this did not do exactly what I needed, it was interesting enough to warrant making some new functions for use later.

 

I ended up staring at images on google earth for another hour after that, just so I could get back to the shapes and forms I really want, and try to find some mathematical pattern in the whole thing.

 

Basically what I really need to create something like this...

 

IevRt3V.png

 

... is to select the whole wall and top region, tessellate it, and then move random edges up and down on the top, while moving random edges in and out on the bottom, but I need to make sure I am moving in the correct direction on the x-y plane for wall edges. More experimentation is needed.

 

My guess is to:

 

  • Select wall faces and one square more adjacent, both top and bottom (using those two functions I mentioned above)
  • Tessellate the selection, increasing regions to crack
  • Randomly select some edges, get their planar facing (edge normals), and then shift them.
  • smooth it down a bit with relax
  • Optimize to remove unused cutting edges
  • Smooth face groups
  • Retexture

 

We'll see how that goes. If it works that easy, it will save me all the extra tessellation, face extrusion, and noise issues, I have had in the past.


  • Tonden_Ockay aime ceci

#400
MerricksDad

MerricksDad
  • Members
  • 1 611 messages

so very close now :)


  • shadguy et Tonden_Ockay aiment ceci