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Terrain detail


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12 réponses à ce sujet

#1
AaronH

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I'm having trouble with trying to make rocky/cliffs more real, instead of just raised terrain and textured sides. It would take me forever to manually add small rocks on the ground.

Through use of other "toolsets", there has always been a seed generation which acts as a paint brush which will automatically place down rocks/grass/bushs etc, but since Neverwinter Nights 2 doesn't have that (NwN1 slightly had it but it was tile based);

Is there any tool/tip to make clifs/mountains more detailed? I plan on making the picture below more detailed (I'm just setting up the scale first before detailing), but this thread is for future reference.

 

 

ab68160d565e8341fbc9fb66d352a080.png



#2
kamal_

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You want YATT, which will allow you to import heightmaps generated however you wish:

http://nwn2yatt.sourceforge.net/

 

tutorials:

http://gameofthrones...exturemaps.html

http://middleforest....-dummy-for.html

 

There is no brush to paint rocks or trees, they must be places manually. There are tools to randomize (size, facing, tree seeds) the ones you place. There is a grass brush.



#3
andysks

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You could try to go over the edges with the smooth tool, creating some unevenness. Then add some more of these rock faces around to divert the eye. Also, an exterior takes some time to texture and there is no way around. I usually go over the textures many times using different pressure. For example, let your dirt go in the cliff texture with lower pressure, and then cliff again with lower pressure. A difference of 10% each time. And again. Then some black colour or brown with 5% and your golden. Some grass perhaps faintly where the cliff and dirt meet (Texture and grass).

 

As I said, seeing this area and with my experience, it would take me about 3-4 days of good work time to texture nicely. It takes time, but it's rewarding because it looks really good. I hate watching areas where there is only 1 texture grass.


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#4
andysks

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I wrote at the same time as kamal :). YATT is cool. But I couldn't work it. Maybe you have more knowledge and will :). It's worth a try.



#5
AaronH

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You could try to go over the edges with the smooth tool, creating some unevenness. Then add some more of these rock faces around to divert the eye. Also, an exterior takes some time to texture and there is no way around. I usually go over the textures many times using different pressure. For example, let your dirt go in the cliff texture with lower pressure, and then cliff again with lower pressure. A difference of 10% each time. And again. Then some black colour or brown with 5% and your golden. Some grass perhaps faintly where the cliff and dirt meet (Texture and grass).

 

As I said, seeing this area and with my experience, it would take me about 3-4 days of good work time to texture nicely. It takes time, but it's rewarding because it looks really good. I hate watching areas where there is only 1 texture grass.

I can detail normal areas fine, like a town, village or just a road in some woods/rural area, but a large vast area where it's just purely terrain to make up hills/mountains, that's where I slack :P

Like I said in the OP, This is only a basic design, i.e. I just want the scaling of the area done first (of course with minimal detail to see what is what).



#6
AaronH

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I looked into YATT before posting this, but it's not something I could use, due to the fact that I'm copying the landscape from another game, so scaling is key.



#7
kamal_

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If that game has a toolset, you can probably take a screenshot of the ground from overhead and convert that to a usable heightmap.



#8
AaronH

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If that game has a toolset, you can probably take a screenshot of the ground from overhead and convert that to a usable heightmap.

Unfortunately it doesn't :P



#9
Lugaid of the Red Stripes

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Mixing textures is really important.  Even if your area is just rock and sand, you need to figure out some way to have interesting patches of rock and sand to break up the monotony of the texturing.  For that area in particular, first I'd try to think of something pretty to break up the cliffs, maybe a waterfall or gorge, or a bit of ruined architecture.  At least I'd lay out some more of those big rock faces, each slightly resized.  Lock them into position and then use the terrain brush to mold the cliff face around them, so they look like an organic part of the landscape.  Use the raise terrain brush to add some unevenness, and then use the smooth brush to erode away the cliff faces.  Use the color brush to highlight the terrain, darkening the nooks and crannies.  Find a lighter dirt texture and throw down splotches of wind-blown dust, maybe add a bit of grass here and there.

 

If you have the time, take a look at my LotD WiP linked below, the Mission Road, Beregan's Mission, and Wadi al Khanal areas might be similar to what you have in mind here.  Feel free to take an area and repurpose it to your needs.


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#10
rjshae

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For cliffs in particular, there are a couple of placeable sets you might consider:



#11
kamal_

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Mixing textures is really important.  Even if your area is just rock and sand, you need to figure out some way to have interesting patches of rock and sand to break up the monotony of the texturing.  For that area in particular, first I'd try to think of something pretty to break up the cliffs, maybe a waterfall or gorge, or a bit of ruined architecture.  At least I'd lay out some more of those big rock faces, each slightly resized.  Lock them into position and then use the terrain brush to mold the cliff face around them, so they look like an organic part of the landscape.  Use the raise terrain brush to add some unevenness, and then use the smooth brush to erode away the cliff faces.  Use the color brush to highlight the terrain, darkening the nooks and crannies.  Find a lighter dirt texture and throw down splotches of wind-blown dust, maybe add a bit of grass here and there.

 

If you have the time, take a look at my LotD WiP linked below, the Mission Road, Beregan's Mission, and Wadi al Khanal areas might be similar to what you have in mind here.  Feel free to take an area and repurpose it to your needs.

I can vouch for the quality of Lugaid's areas.

 

Also, If you find a prefab area that has the right shape, you can always swap the terrain textures using the swap tool. I've turned swampland into desert that way.



#12
AaronH

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I would be fine with just using terrain to get the landscape looking great (of course over a certain amount of time), but I was just curious if there was any tools out there to assist. Although there is, not exactly what I was looking for but thanks for the help and suggestions :P



#13
MokahTGS

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RWS Cliffs in use in an area prefab...

 

http://neverwinterva...crystal-citadel

 

1236537307fullres.jpg