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Project Q TNO reskin


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#1
Tonden_Ockay

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Hi all

 

After doing the wild wood reskin hak I thought I would do a reskin for the TNO tileset. So I did one for the Project Q TNO because it has some trees and stuff frome wild woods in it. Any way here is a screenshot.

 

I tried to get it so the ground grass didn't look bad if someone doesn't use the tall grass graphics. I also worked on wild woods and TNO grass to try and make them blend some what. I also tried to get the ground grass to match up with the tall grass so when looking out that they would blend well together. 

 

315j0j6.jpg

 

24w8z6d.jpg

 

 

Ground texture was taken from Medievel City, I just played with the colors and lighting. Tall grass is from toro I believe. As for the tree leaves I just played with the colors and lighting.

 

I didn't make anything I used other peoples work and played with colors and lighting.


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#2
Cannonade

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That looks pretty neat.



#3
Tonden_Ockay

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Does this look better?

 

snj8l3.jpg

 

Tried to make the grass a little less green and a little more burnt from the sun.



#4
Tonden_Ockay

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Is the green to green?

 

Is the sun burnt grass not green enough? 

 

I think the sun burnt look might be a bit much so I will try to find something in between the two.



#5
Tonden_Ockay

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May be this one?

 

f2r91w.jpg


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#6
Pstemarie

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I like the most recent one.



#7
Tonden_Ockay

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Rural Grass and ground reskin/texture change

 

ipxjck.jpg

 

 

I'm trying to get a nice universal look between the tilesets so one tileset doesn't have to have everything and when you zone from one area to another they some what blend. Well in the forest with tree cover the grass and ground will look a little different, but I'm working on the open grassy fields at the moment.



#8
Tonden_Ockay

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I'm finding out that each tileset makes the grass look a little different. I'm not 100% sure what causes this.

 

I tried adding the grass from the two pics above to Medieval tileset but it doesn't look the same. I did add the .set file to my override hak and changed the crass settings to the same as the rural grass settings and upped the density.

 

[GRASS]

Grass=1

GrassTextureName=tcm01_grass3d

Density=10.000

Height=1.200

AmbientRed=0.500

AmbientGreen=0.600

AmbientBlue=0.300

DiffuseRed=0.500

DiffuseGreen=0.600

DiffuseBlue=0.300

 

But this is what it looks like.

 

302ctn9.jpg

 

 

 

I would like to try and get the same look as the two pics above. but the tip of the grass looks different in Medievel for some reason and the grass looks darker. I could make changes so the grass is lighter but I'm not sure how to fix the tips of the grass.



#9
NWN_baba yaga

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not much to talk about yet. You only focus on grass :D. And tno has lots of other textures that could be changed... take the stucco and brick combination as an example ;)


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#10
YeoldeFog

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Can we see an before/after pic? :)



#11
Tonden_Ockay

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I'm mainly trying to get the grass to be close to the same across the tilesets that I plan to use, like standard Rural, TNO, Medieval, and so on. That way when zoning between the different tilesets they will look close to the same.

 

Once I have the grass done I will work on leaves, brush, and roads. I just want the transition between my different tilesets to blend well.

 

 

Before

 

2m79shg.jpg

 

 

 

What I am working on

 

wuh2xc.jpg

 

 

 

I like working with different tilesets because not one tileset offers everything. However if I just use them with out making changes the grass, trees, and roads are all different. When I leave a town on a road I want the road, grass, and trees to look close to the same down the road in then next area/tileset.

 

As for buildings, different towns can vary on the looks of buildings from town to town wood, stucco, brick, stone, and so on. So reskinning buildings is something I will do and or use some work that others have done to get the look I want. However that will come later.  


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#12
Tonden_Ockay

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For Example:

 

 

Rural Before

 

dme6ug.jpg

 

 

TNO Before

 

1zdluh3.jpg

 

 

 

 

Medieval City Before

 

2q9fhty.jpg



#13
Zwerkules

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Hmm, your grass density is very high. It looks good, but does it still run smoothly on your computer?


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#14
Tonden_Ockay

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It runs great on my PC but I have

 

AMD Eight-Core Processor 3.10 GHz

8GB of Ram

AMD Radeon HD 6700 Series 4GB of RAM

64bit Win7 OS

 

So I don't know how it would run on a lower end PC. But does NWN use more then one Core? Plus isn't 4GB of Ram over kill for NWN? I don't know at what point in system requirements is over kill for NWN1.



#15
NWN_baba yaga

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I tend to play or build stuff with grass turned off. When i create tilesets i never realy use grass a lot and only in specific locations to cover up some not-finaly-alligned textures :D or where it realy adds the densitity of grass i need. I have grass placeables that do it for me and they are huge and different. Much more variety in placeables as the hardcoded grass.



#16
Aztec2012

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Cool grass! It will be add to Q 2.1?


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#17
Tonden_Ockay

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Well I love the grass turned on and all the graphics turned up as high as possible, but hey we are all different.

 

Which tileset has the best universal road texture? When I get back home today I will look into using the standard tileset rural road and see if I can change it up and make it work. 



#18
YeoldeFog

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Very nice! Seeing the difference makes it all much more clear what you are working on. This is something I would like to use if not - as Zwekules say, it produce lag or something.


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#19
Pstemarie

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Cool grass! It will be add to Q 2.1?

 

Nope. While nice enough, it's just a texture rework and that can simply be dropped into a HAK that sits above the Q haks. 


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#20
T0r0

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Tonden~  Great work, keep it up !  I'd say you have officially caught the modding bug...and so it begins....


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#21
Jedijax

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I've abstained from saying anything yet because you're gaining ground and learning the ropes of this modding thing, and I didn't want to somehow... dissuade you from going at it over and over again. So bear that in mind when I say this:

 

As some of us have noticed when it comes to grass tampering, there are two main issues aside of taste one has to take into account. One, as Zwerk mentioned earlier, is density. Sure, things look lush, but most people don't have high-end PC's to endure such. Now, you say you have no issues with that, but you should try these settings in an actual module, rather than a test area. "The Aielund Saga 1: Nature abhors a vacuum" has some very large, populated areas made with TNO. I am guessing even your rig may suffer a drastic FPS drop under such circumstances. Add to that this is just a grass modification. If by any chance you choose to change any other textures to a higher resolution for definition, it all keeps adding up. Imagine playing amidst high-poly creatures and placeables with large textures aside of the grass modification. It can all slow systems radically.

 

Second, you're not taking visibility into account. Tall grass looks great, but in actual gameplay, it turns out to be a very big nuisance. Remember modules are populated both by creatures and placeables. Particularly "remains" bags are hard to spot in such lush environments. The same happens to corpses and small placeables. Now, take lighting into consideration as well. How does your grass look at night, at dawn, at twilight? Does it look the same under most conditions? Does it offer even less visibility when it's dark? Some modules don't allow for passage of time, and remain dark all the time. Lord of Terror's forest comes to mind, which is hell if you have lush vegetation mixed with unmoving placeables like corpses, rocks, chests, etc.

 

Of course, this is all dependent on your goal. If you're making this solely for yourself and you don't care about all of these variations, then more power to you! If you're willing to share it "as is", same thing; let the end user modify it as it fits them, or deal with it if they have no knowledge of how to do so. Finally, if your objective is primarily to share it and for it to be functional, there's still things to test and take into consideration.

 

I reiterate I don't mean to bring you down or otherwise hamper your efforts. I just share what I have realized myself over the years modding the game as well. Good luck!


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#22
YeoldeFog

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• I think -more- people have better machines these days. It's really an old saying that starts to get... outdated. :)

• Goblins with their heads just above the grass, small hidden items... "where did I drop my backpack". It just adds to the flavor imo!

• ...and even if it turns pink at twilight I'll go for it! :)


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#23
Tonden_Ockay

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Thanks T0r0

 

Thanks for the insight Jedijax I will look into some of those things.

 

Everything I'm making I plan on using for my own modules, so my main concern is how well it works for me. That said, I want to share any and everything I do for others to use how they wish with no restrictions.

 

I think a little like you YeoldeFog. What I mean is that I think some of those thing add to role playing and helps slow the game down a little. After all this game plays hundred times faster then PnP DnD does. Plus doesn't holding down the Tab key cause things to glow in NWN? If so you should be able to find anything that way.

 

I will try to keep others in mined when I'm working on things, but if something works well for me and its a look I want then I will make it. However others can use any and all my work how they see fit, rip it apart to use how they want.



#24
Verilazic

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• I think -more- people have better machines these days. It's really an old saying that starts to get... outdated. :)

 

I totally agree with that as of this year when I finally upgraded from my 8-year-old laptop with an integrated gfx card. >.>



#25
Borden Haelven

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Most of my recent stuff would classed as being too high res & too high poly count on the machines this game was originally designed for yet I've had no complaints about excessive load times or slow frame rates.

Let's get ambitious... When it breaks roll it back a notch. :)


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