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Wield Woods Retextured


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#26
Cannonade

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Something to keep in mind is that some people play with grass disabled, so the texture below remains still quite important.


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#27
Fester Pot

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Now all you have to add is ambient/diffuse lighting for the tiles themselves.

Six left that out as a feature, so none of the tiles could be individually coloured, a bummer when I started building with it.

FP!



#28
Pstemarie

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Now all you have to add is ambient/diffuse lighting for the tiles themselves.

Six left that out as a feature, so none of the tiles could be individually coloured, a bummer when I started building with it.

FP!

 

Yeah, that was at the top of my to-do list. Its actually a pretty simple procedure and something I might tackle this fall when my schedule becomes less hectic. Might be I need to do a small final update to Q after all - no new content, just tying up loose ends. I'll have to get with TAD and see how he'd want to handle such an update.


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#29
Tonden_Ockay

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I know Cannonade, but I haven't been able to find the ground dds file for that tileset yet. I have been trying but no luck yet. You wouldn't happen to know what the dds ground file for this tileset it named would you?  :)



#30
Pstemarie

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Well that is really the Q Castle Exterior Rural tileset or should I say one of your favorite tilesets Pstemarie. So there will be a lot more open area, less trees, which is why I went for the more vibrant greens for that tileset,

 

 

Which is also the reason the ground hasn't been changed because I can't seem to find the .dds file for that tileset's ground.

 

The ground texture for the tiles is tno01_grass.dds (unless you're looking at a city tile). You'll find it in the XP3.bif file. If you are using NWN Explorer just open XP3.key and you'll see it listed under DDS files.



#31
Drewskie

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Might be I need to do a small final update to Q after all - no new content, just tying up loose ends.

 

Great news.



#32
Tonden_Ockay

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Thanks Pstemarie I don't know what happen because I remember trying that one. But who knows I may of had the same texture and didn't see a change or I may have been one letter off or something. Any way thanks for pointing it out.

 

I think the ground grass might be a little bright yet but it matches a little better now.

 

2mr5qbm.jpg


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#33
Pstemarie

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That screenshot has a nice lush look to it - great for a midsummer coloration. I also like the way it makes the road stand out more. 


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#34
Tonden_Ockay

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Ya and I guess the grass blends a little better with the ground texture green then I thought it might at first. You can see from this pic that as it gets far enough out where the tall grass doesn't show and you can only see the ground texture it does seem to blend well with the tall grass.

 

w9xxyb.jpg

 

 

I also like the textured ground around the wild wood trees, because there is more shade, limbs, twigs, and leaves drop around trees.

 

r02fid.jpg

 

 

But if you look straight down or if the tall grass is turned off then you see what I don't like which is this.

 

f4r67l.jpg



#35
The Mad Poet

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Take your grass texture you used on the ground, edit it to have the same foilage, and replace the one in the tree canopy tiles with that. You might get a good effect just placing the two textures on top of each other and using (assuming photoshop here) blending layers to get some of the foilage over. Of course you could always find a good transparent seamless foilage texture and merge that on top of your grass. Couple different ways to go about this.



#36
Pstemarie

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Option 4 - if you have Photoshop, use a blending tool to blend the two grass textures together. Once they are blended you can apply a mask to make them greener.



#37
Tonden_Ockay

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Ok well I gave it a try and here it is.

 

2uikcba.jpg



#38
Pstemarie

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Hmm, closer to what you're looking for I think. Now all you need to do is adjust the colors and it should all blend together nicely. 



#39
The Mad Poet

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Looks good. Little more editing just to get the seams out, and like Pstemarie said adjust the colors.

 

You've come a far distance in a short time, padawan.


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#40
NWN_baba yaga

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Looks nice but to greenish for my taste. A little bit of yellow and it will fit in very well.


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#41
Fester Pot

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Yeah, that was at the top of my to-do list. Its actually a pretty simple procedure and something I might tackle this fall when my schedule becomes less hectic. Might be I need to do a small final update to Q after all - no new content, just tying up loose ends. I'll have to get with TAD and see how he'd want to handle such an update.

 

Hey! I looked into this, without knowing what I was looking for, examining the .set file for each tileset. Wildlands has the ability to use ambient/diffuse on an individual tile, while Wildwoods does not.

Upon examining each .set file, and looking at a tile in each of those .set files, I found references of ambient/diffuse settings for that particular tile.

Thing is, they both matched in their input values being = 0.

So, how is it disabled in Wildwoods but enabled in Wildlands, when they are identical? Well, identical from all I could tell by examining their .set files.

Is there a setting in the .set file I could add a line or make a modification to, to enable ambient/diffuse tile lighting for each individual tile for Wildwoods?

If this change requires GMax or some other tileset building tool, I'm out. :D

FP!


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#42
Zwerkules

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Hey! I looked into this, without knowing what I was looking for, examining the .set file for each tileset. Wildlands has the ability to use ambient/diffuse on an individual tile, while Wildwoods does not.

Upon examining each .set file, and looking at a tile in each of those .set files, I found references of ambient/diffuse settings for that particular tile.

Thing is, they both matched in their input values being = 0.

So, how is it disabled in Wildwoods but enabled in Wildlands, when they are identical? Well, identical from all I could tell by examining their .set files.

Is there a setting in the .set file I could add a line or make a modification to, to enable ambient/diffuse tile lighting for each individual tile for Wildwoods?

If this change requires GMax or some other tileset building tool, I'm out. :D

FP!

The main tile lights are defined in each model file. There's no way of turning them on or off in a set file. If you can't use the main lights in the toolset, they are probably missing in the tile models.

 

If you look at models with NWNExplorer there is an option to show lights. They are displayed as yellow globes.

Now look at the models of the wildwoods tileset and you'll see that the lights are missing.

 

You can add the lights at their default positions 1.5, 1.5, 4 and -1.5, -1.5, 3.5 for each tile. This can also be done with a text editor, but will get too complicated if the tile has animations. And the lights might not be optimal at the default positions.

 

To get the best effects you'd have to open each tile in gmax and add the tile lights where they make the most sense which can be at the default positions for most of them, but there are always a few tiles where the lights have to be placed elsewhere, especially if they end up within a wall, rockface, etc.


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#43
MazzoniM

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Does the redish brown leaves look better then the all green?

 

24kz4w4.jpg

 

 

I think it makes the bushes pop out a little more, where the all green ones tend to blend in more.

Could you upload this version of Wild Woods to the vault or somewhere that people can access it?


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#44
Fester Pot

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I have the Wild Woods reskin pack - found it in an archive - so I'll send it to the Vault.

The version that Tonden has created, he'll have to add himself.

 

The main tile lights are defined in each model file. There's no way of turning them on or off in a set file. If you can't use the main lights in the toolset, they are probably missing in the tile models.

 

If you look at models with NWNExplorer there is an option to show lights. They are displayed as yellow globes.

Now look at the models of the wildwoods tileset and you'll see that the lights are missing.

 

You can add the lights at their default positions 1.5, 1.5, 4 and -1.5, -1.5, 3.5 for each tile. This can also be done with a text editor, but will get too complicated if the tile has animations. And the lights might not be optimal at the default positions.

 

To get the best effects you'd have to open each tile in gmax and add the tile lights where they make the most sense which can be at the default positions for most of them, but there are always a few tiles where the lights have to be placed elsewhere, especially if they end up within a wall, rockface, etc.

 

Thanks Zwerkules!

Too much for my plate to do.

FP!



#45
Tonden_Ockay

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Hey I'm glad someone likes the work I have done.

 

I tried to upload a quick copy of just the wild woods reskin that you wanted. Sorry I just got back from a ball game with my kids and I have to work in the morning so I will check it out when I get a chance.



#46
Tonden_Ockay

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Ok 

 

TO_ww_reskin - Is a reskin of _Six's wild woods that I uploaded to the vault. I got the textures and grass for this reskin hak from Neverwinter Nights Italia(link is external) haks, which I believe some or all were taken from toro (some of his work can be found here) and or others. So I didn't make the textures all I did was put together the textures I liked to get a look that I wanted. 

 

Here is a screen shot of the TO_ww_reskin hak in uses with wild woods tileset hak

 

24kz4w4.jpg


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