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Merricksdad's Black Hills Tileset (First Look)


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#126
MerricksDad

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Less? I though you didn't like the previous version because it was pretty much washed out :)

I'm not really trying to go for a smooth look, as the rocks I played on around the black hills area were all very grainy. Even the most weathered stuff has three primary constituents, all of which weather at different rates, which leaves the surface of most boulders and outcrops very sharp. Physically rounded stuff, like where people walk all the time, are very slippery when wet, and have almost no texture. But, the black hills is almost entirely chemically weathered, at least the granite part. Hell, try mechanically weathering a chunk of near-solid glass the size of Delaware and you won't get very far very fast.

 

The lower areas, comprised mostly of sedimentary rock, has a lot more angular chunks of various colors, and I intend to add those as separate terrain at a later date. Those will have much more smooth appearances, such as red-brown sandstone, limestone of three different colors, and dark shale. I'll also be tossing in some placeable gneiss and silvery mica schist, which you can bank up against the bottom of outcrops to give it a metamorphic flavor. Other users can recolor those as wanted. I might even use my sparkly snow idea from page 4 to make the ground more like Keystone SD, where red garnets litter the ground anywhere the mica schist has weathered.

 

I love that area! I want to live there again someday.



#127
_six

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Heh my only complaint is all the pixelly noise. I wouldn't read too much into it ^_^


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#128
MerricksDad

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Just finished the fluff crosser mods. Here's a look at a mostly fluffed mountainous area. For _six I also took out the ambient light color (now using 128 gray), so you can see what it would look like under purely white light. Full white (255 gray) looks like crap, as expected.

 

4f3vobB.png

I love the rim around the rock edge!

 

There are still a few tiles which are offset by .02 cm, so I gotta go back and manually find and fix those. At least one tile is making a see-through crack in the floor. Nobody likes that. My kid calls it balloon world, since you can see it is hollow. He then runs off saying there is a crack in his room and he has to go save Amy Pond.

 

The fluff crosser pushes the walkable region at the top of the tile out about 50%, making the steepness of the slope quite a bit sharper, but providing a lot more flat walkable area at the upper region.

 

While the carve crosser was interesting, I fear it won't survive through the process of all this billowy rock addition. What I might do is modify the carve crosser to simply push the bottom walkable area back 50%, so as to create the opposite of fluff. Just like I've designed the dilate/erode crossers to be the opposite, I think the carve/fluff combo will be more useful as a working pair.

 

For those of you who are already playing with this in the toolset, you'll notice that the carve crosser can also be used on raised portions to cause their center to once again touch the previous level down, or if used all the way across the tile, it cuts a path through the rock. I want to keep that functionality, but possibly increase the useful width of the chasm.

 

Also coming up, I have the actual chasm terrain in process. Unlike the carve and raise features, the true chasm terrain will be a serious pit to nowhere. I won't be adding on-tile fog down in the pit, as I prefer that the tileset furnish that as needed. This also leaves open the ability to create a new skybox where the bottom of the skybox texture is a little town far below, or a forest as viewed from up on high. One might ring a mountainous area with the chasm terrain instead of the base grass, so that the player feels like they are on the summit of a tall mountain. Old super nintendo games were good at portraying that feeling, even on 16 bit color. Games like Lagoon and Final Fantasy 4 (II in US) had at least one scrolling background which worked as great at making the player feel as if they were far up above the world.


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#129
3RavensMore

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 Full white looks like crap, as expected.

 

*squinting*  The magic eightball says...  "No it doesn't."  You almost sound like your channeling me in regards to...er...other things I'm associated with.  It doesn't look as good under white like, but crap?  Not even close.



#130
MerricksDad

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*squinting*  The magic eightball says...  "No it doesn't."  You almost sound like your channeling me in regards to...er...other things I'm associated with.  It doesn't look as good under white like, but crap?  Not even close.

 

No, I mean the image above is a colorless true gray: 0 hue, 128 gray, or half-luminance. Full white, 255 gray, 100% luminance makes it look terrible. With full white, there is no shadowing on the faces, and even up close, you cannot tell what is up and what is down, and it also makes the texture look like repeating noisy junk.

 

I'd never really played with high luminance values on the sun color before. I had no idea it could get that bad. No wonder the default environment selection have very little luminance, and low saturation.



#131
Draygoth28

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that screenshot says it all. Very impressive work and can't wait to see more.

#132
MerricksDad

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Gotta run my taxes today, but after that, I should have a few hours to finish the already-existing crosser types. Maybe I can pack and release again.



#133
Draygoth28

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That would be great. Can't wait to check out the next version.

#134
rjshae

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While looking over the screen shots, I was thinking to myself that some of the topology would also work pretty nicely for an underground tileset as well.

 

Are you going to include some large overhangs, climbing chimneys, and natural cave openings? Just curious... :)


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#135
MerricksDad

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There will be at least 10 cave openings and/or mine entrances. I'd like to include some pits as entrances too.

 

For overhangs, I want to stick to groups to portray those. In the last version of this tileset, i had made overhangs a crosser, which I didn't really like. With a group, I can be more detailed, and make it more fun.

 

I went ahead and ran the processes on the current carve crosser. It isn't as ugly as I had suspected, but it leaves no room for walking in the cracks of the tiles. I think I will keep it, since they are already made. I'll probably just make another crosser type to do the walkable crevices I had intended.

 

Here's a shot of what you can now do with the carve crosser.

 

BBDXbnP.png

 

As before, you can carve any combination of the four edges. Instead of creating two jagged surfaces, it now chisels off a section and weathers it separate from the parent rock. In a few cases, this makes a really nice loose boulder. On others, it makes a cool double ridge, as can be seen just south of Keystone SD, as well as within the city limits of Custer SD.


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#136
MerricksDad

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As for underground tilesets, I already have planned three variant Underdark settings. No guarantee they will get done this year, but they won't be as hard to do as this one, since many of the parts will be either reusable (from here), or simpler to construct.

 

The first will be karst caves with a lot of limestone decor. It will feature both wet and dry terrains, including flowing water, shallow water very much like that in the Dwarven Forge Water Cavern Pack, as well as a 5m height transition with smoothing crossers similar to this set (no need for 10m, IMO). This cave will also feature bottomless chasms. Natural cave entrances in the mountain tileset may lead to this type of cave system, especially once I get the limestone outcrop terrain added. I'd like to be able to transition from natural caves to deep crypts. I've got a lot of sketches prepped for room groups for this tileset.

 

The second will be more igneous, having far fewer columnar features, and a lot more mushrooms and crystal features. In addition to water and chasm, you will also see lava and lava crossers. Many of the mine and cave entrances from the mountain set will lead to this cave type. I'd like to be able to easily transition from this cave system to Dwarven halls. Expect the crystal features to be over-sized and almost ridiculous, like in dungeon siege. Also expect newer appearances like razor rock, which I will probably portray as jagged obsidian. For the crystal-less areas, I'd like to build some placeables to go over the walls, so you can have players mine simple gems and ores in the dwarven tunnels. I feel this cave set should feature a TON of room-like groups. I probably won't personally do any Dwarven halls remake, since we have a good one already. It also already features most of the stuff I was going to steal from dungeon siege.

 

The third will be utterly creepy with lots of unnatural shadow added. The rock itself will either absorb light, or glow, depending on the terrain used. It will contain huge quantities of odd mushrooms and other glowing stuff. In addition to lava, acid and other strange liquids will replace water features. I'd like to make a lot of earth-node and Faerzress-infused groups. The goal is to be able to transition from here to demon prisons, similar to the Dwarven halls, but with a much older and darker feel. Also expect an entire terrain which is just mushrooms and slime from wall to wall.


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#137
MerricksDad

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Another thing I saw and wanted to do with the granite hills was to add gem pits. They'd just be placeable groups like with houses, but instead of laying flat or building up, they'd sink the ground to a deep pit, and most of the equipment would be down in the pit. Primitive ladders and mining equipment could be used there. The idea came to me when I was playing the facebook game Stormfall: Age of war. They had three or four interesting gem mines, as well as ore pits. I'd like to clone those for NWN.



#138
Verilazic

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As for underground tilesets, I already have planned three variant Underdark settings. No guarantee they will get done this year, but they won't be as hard to do as this one, since many of the parts will be either reusable (from here), or simpler to construct.

Yay!


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#139
MerricksDad

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Well, I can't just put out my updated drow stuff without something to play them in, can I? What would poor little Selvetarm do without a safe lair in the Underdark?



#140
MerricksDad

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Here's a shot which combines the erode/dilate crossers with carve and fluff crossers. Most of what you are seeing is the erode crosser, which when used alone has some issues. Again, it is meant to be used with a parallel dilate crosser. What I wanted to show in this image is the walkable space you can gain by using the erode crosser at the bottom of a cliff.

 

bwHU3wg.png

 

The problem with using the erode crosser by itself comes when you try to make a convex corner. The 2m paper doll flap which was added to every tile has a tendency to jut out, sometimes exposing areas with no rendered rock, allowing you to see through the world. I'll have to hand modify those convex corners for the erode and dilate crossers, or you won't be able to use them without making the set look weird. I may be able to finish those by tonight, and then release an update for playing with.

 

I'd first like to get the new alternate carve done. It will be very similar to erode, so it may have the same issues, and I'd like to know that early on. If I need to, I'll come up with another modifier to better wrap convex corners, especially since convex corners make up more than half of the crosser options.

 

As you can see in the image above, the tileset square look is starting to fade away to a more fluid layout.


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#141
Draygoth28

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Starting to imagine all the possibilities with this set and it not finished yet. Very impressive work my friend. FYI can't wait to get my hands on the update.
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#142
3RavensMore

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I don't know if you'll take requests for this set, but something that you may wish to consider would be an open (ground level) stone quarry group.  It might complement your gem pits.


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#143
MerricksDad

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If I don't do them, I hope somebody eventually will. I'd like more than just me to get in on adding to this set.



#144
MerricksDad

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Just finished the alternate erode crosser. This one is an exact opposite of the fluff crosser, which makes it very much like the erode crosser, except that there is a tiny bit of walkable space at the top of the tile. It also uses a new paper doll wing size of only 75cm. I've noticed that the length of the wing might need to be modified to match the shape of the adjacent tile. What I mean is, if the topmost polygon of the tile edge is only 75cm from the back edge of the tile, then the width of the wing poly at that location needs to be approximately 75cm. I've had success using 75cm all the way down the tile, unlike the previous 200cm wing size. Anything larger than the width/distance combo I just mentioned seems to leave at least one wing polygon visible, jutting out of the rock, and can cause the problem of seeing inside the models.

 

Here's the upgrade shot.

 

U7Fi1Wo.png

 

I've also modified the area lighting to be 64 gray instead of 128 gray. This gives a lot more contrast to everything, and makes it look a bit more wet or clammy.

 

These passes are created by using the "Push-in" crosser. I've renamed the "fluff" crosser to "Push-out". This new crosser works really well, visually, with the dilate crosser, making another 20m cliff which looks great. Unlike the erode crosser, this one has a walkable ledge on the top of the tile, which doesn't play well with the no-ledge-on-the-bottom dilate crosser. Once walkmeshes are upgraded to reflect the actual useable shape of the rock and ground, I'll probably have to do something about that, or the overhang from the tile above will make it look like the player can walk through solid rock.


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#145
MerricksDad

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Something else I have been thinking about is the tileset grass. Since I've left the all-grass walkmesh under the rocks while I debug them, the grass grows everywhere. It pokes out where the rock is less extruded, and is hidden when the rock is really fluffy. This makes it look like the grass is actually growing from the cracks. The only problem with this is that when the grass is moved by wind, it moves from the grass base, not the rock it appears to be growing from. So I think I'll have to take it out. Previously I was thinking to use a thin strip to prevent walking on the rock, but leave the walkmesh-grass under the rock for effect.

 

Probably just better to use placed grasses and other biomass.


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#146
s e n

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Here's a shot which combines the erode/dilate crossers with carve and fluff crossers. Most of what you are seeing is the erode crosser, which when used alone has some issues. Again, it is meant to be used with a parallel dilate crosser. What I wanted to show in this image is the walkable space you can gain by using the erode crosser at the bottom of a cliff.

 

bwHU3wg.png

 

The problem with using the erode crosser by itself comes when you try to make a convex corner. The 2m paper doll flap which was added to every tile has a tendency to jut out, sometimes exposing areas with no rendered rock, allowing you to see through the world. I'll have to hand modify those convex corners for the erode and dilate crossers, or you won't be able to use them without making the set look weird. I may be able to finish those by tonight, and then release an update for playing with.

 

I'd first like to get the new alternate carve done. It will be very similar to erode, so it may have the same issues, and I'd like to know that early on. If I need to, I'll come up with another modifier to better wrap convex corners, especially since convex corners make up more than half of the crosser options.

 

As you can see in the image above, the tileset square look is starting to fade away to a more fluid layout.

 

little trick is to place a black 2 faced square mesh under every tile say a little bit deeper than the deepest point of your tile (consider river canyons water and other things that can bring future tiles under the ground level, this way you can camouf also the glitches that sometimes appear when vertex are misaligned, should work in your case too, at least its a bit better than environment lights


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#147
s e n

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about the grass, I'd love to see patches here and there, even on unwalkable stone (maybe add some mesh that shows (opacity animation) in tile animloops, just an idea)



#148
MerricksDad

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little trick is to place a black 2 faced square mesh under every tile say a little bit deeper than the deepest point of your tile (consider river canyons water and other things that can bring future tiles under the ground level, this way you can camouf also the glitches that sometimes appear when vertex are misaligned, should work in your case too, at least its a bit better than environment lights

 

I'd rather fix the overhang problem and also solve the extra faces issue rather than let it go and have these odd dangling bits. I don't think a little bit of black underneath is going to fix 2m of incorrect over hang :)



#149
s e n

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you can also try to block camera movement, not sure if that is the case but consider it an option, the method was discovered by the almigthy BabaYaga and you can see how it works in diademus' spider caves tileset. basically you need to avoid multiple verts share same x,y values even if they get different z, the wok has issues. otherwise setting those faces as obscuring blocks camera


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#150
Draygoth28

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Any updates?