Aller au contenu

Photo

Bungling with tilesets


  • Veuillez vous connecter pour répondre
17 réponses à ce sujet

#1
Quevy

Quevy
  • Members
  • 50 messages

I'm slowly learning to model in 3d and little by little I understand how to insert elements at play, I recently added this add in another desert.

 

http://neverwinterva...ggs-dca-addon-2

1114980324fullres.jpg?itok=txLS1L-l

 

wveo1g.jpg

 

Unfortunately, the graphics and some partilare of it, did not fit well to my needs, so I decided to use it as a base to gain experience.

 

5120pt.jpg

 

301hhfq.jpg

 

I made a total reskin, modified the entry so as to make the wall effect, moved the gate in a visible location, create small sand dunes around it, the pot soil was not to my taste, unfortunately, there are still some small issues with walkmash but I hope to resolve them as soon as possible.


  • Zwerkules, Asymmetric, Frith5 et 7 autres aiment ceci

#2
T0r0

T0r0
  • Members
  • 301 messages

That's how it starts....... keep it up !!


  • Zwerkules, 3RavensMore et MerricksDad aiment ceci

#3
KMdS!

KMdS!
  • Members
  • 189 messages

Yup, that's how the madness begins, welcome to the asylum  :D  


  • Zwerkules, 3RavensMore et MerricksDad aiment ceci

#4
Zwerkules

Zwerkules
  • Members
  • 1 318 messages
You start simple with things that have been done before and before you know it you'll want to do a lot of complex things that haven't been done yet.
  • kamal_, CaveGnome et KlatchainCoffee aiment ceci

#5
Quevy

Quevy
  • Members
  • 50 messages

I have also created four entrances to the caves for the tile rocky mountain that was not.

 

2zplf9l.jpg

 

2rxb4pj.jpg

 

2hs2hbc.jpg

 

I must only understand how to apply the texture without these deformed.


  • Asymmetric, CaveGnome et TheOneBlackRider aiment ceci

#6
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

I must only understand how to apply the texture without these deformed.


If the rock texture at the edges of the tile doesn't have to be seamless with edges of adjacent tiles, it is pretty easy to get the texture right if it doesn't have a lot of deatil or if there are no parts of it that have a "direction" like the grain of wood, a texture of planks or grassblades.
In that case you can apply a new uvwmap modifier (from the drop down menu "Modifier List" in the modify tab), set it to "Spherical" (which will look all blurred, but will actually help to get the texture even in all directions), then select "fit" and after that change to "Box". Usually for a whole tile the values of 1 for "U Tile" and "V Tile" are too low and you have to set them to 2, but this also depends on the quality of the texture you use and how it was applied on other tiles. Most of the time 2 is okay, for high res textures (1024 x 1024 and higher) 1 can be okay and for animated textures which often are only 256 x 256 it is better if you use a 3.
  • Bannor Bloodfist, thirdmouse, TheOneBlackRider et 3 autres aiment ceci

#7
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 921 messages

Excellent tips there Zwerk.  Those are the types of tips that eventually become known and automatic by folks, but having them spelled out, step by step like that, makes it so much easier to remember and learn.

 

Next stage would be how to modify a few individual planes and remap just those planes on the object to adjust the specific uvw map(s) for those specific sections that sometimes prove to be problematic.  Like purposely aligning say a border at the bottom of a wall or around a window frame etc, while still using the same basic texture. 

 

That "sphere, fit, collapse to box" with 2 x UV is the most helpful re-texturing tip I was taught way back when...


  • Zwerkules, TheOneBlackRider, 3RavensMore et 2 autres aiment ceci

#8
3RavensMore

3RavensMore
  • Members
  • 703 messages

That "sphere, fit, collapse to box" with 2 x UV is the most helpful re-texturing tip I was taught way back when...

 

But it's a new one for me though.  ;) 



#9
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 921 messages

But it's a new one for me though.  ;)

I hear ya.  There are literally thousands of tips and tricks like that buried in these forums.  Each different person remembers or used different keystrokes or patterns when they build.  Most times the end results are what everyone would expect but sometimes little jewels fall out like the sphere, fit, box combo and almost always using a 2x2 uvw setting.  Those were the default settings used by Bioware in their original tilesets, and lots of folks learned about it way back then, but most of us 'forget' what we do so automatically... meaning some keystrokes we just DO regardless without much thought, simply as the standard things we do, that we forget to mention it to others.

 

I wish I had a computer that let me work on tile-sets and things but this box just barely gets online, no way it can handle even gmax.  Oh well, at least I can drop by here and drool sometimes!



#10
Quevy

Quevy
  • Members
  • 50 messages

I had an idea, and based on this I am trying to create a new phenotype, of course this is just a test image.

 

2nal1tk.jpg

 

Probably I might need advice from someone with more experience

 


  • Wall3T, Killmonger et CaveGnome aiment ceci

#11
Quevy

Quevy
  • Members
  • 50 messages

i751k7.jpg

 

can someone explain to me how can I eliminate this flaw?


  • Tarot Redhand, thirdmouse et Killmonger aiment ceci

#12
Killmonger

Killmonger
  • Members
  • 237 messages

Ouch. :pinched:

 You got me....

 

Too much RL mongering has precluded my own effort upon this very phenotype idea.

 

Although I positioned the PC into a kneeling stance the answer to your question can be resolved in Z axis placement of the boat/ tail mesh.

 

My own efforts progressed along a forced perspective notion.

 

The boat needs to sit upon the water properly. But the inside of the boat could be a mesh slightly higher than the hull of the boat (above the water line).

The intersection of the plane of the water and the interior of the boat cannot be avoided. But it can be hidden. Perhaps beneath gear inside the boat

Waves and /or bobbing of the boat will be seen within the hull.

 

The juxtaposition of the hull into the rock is a more complicated problem. It cannot be completely avoided. Like when a fighting character intersects with a wall or a door. However, editing the 2das under personal space is one method and the creation of scripted trigger areas (zones) can mitigate this issue.

 

My original intention was to create a white water river canoe pheno using special animated placeables for the river bank (see the mine cart video, and then look at how the skybox works in the overland travel microset, and then there is the animated ships and aircars (d20) which traverse upon splines)

 

Good work Quevy !!

Keep experimenting and you will get amazing results.

 

I have numerous similar projects just begging to be finished but recently I have had no time to concentrate upon them (sigh)

 

Long live Nwn

 

:wizard:


  • Zwerkules, thirdmouse et Quevy aiment ceci

#13
Quevy

Quevy
  • Members
  • 50 messages

The boat needs to sit upon the water properly. But the inside of the boat could be a mesh slightly higher than the hull of the boat (above the water line).

The intersection of the plane of the water and the interior of the boat cannot be avoided. But it can be hidden. Perhaps beneath gear inside the boat

Waves and /or bobbing of the boat will be seen within the hull.

 

 

 

Hello and thanks for the compliments and for the help / suggestions.
When you wrote I had already made the changes to the hull that will you suggested.
Now the water inside is not seen.
 
I have yet to solve the rowing movement, which soon will modify because it passes into the keel of the boat. Or I'll have to choose another boat to use.
Probably I will create also a model oar used 3d.
 
I'm curious to see your work with the canoe when it has been finalized;)
 
 
Thank you again.
 
Soon new pictures, I have also changed the position of the legs to make it more real.
 
fnu1bm.jpg

  • Proleric, Zwerkules, Frith5 et 2 autres aiment ceci

#14
Tarot Redhand

Tarot Redhand
  • Members
  • 2 666 messages

I don't want to worry you but... You will need 2 oars and the character to sit in the middle operating them, otherwise the boat would (in the real world at least) go around in circles. Also the character will need to sit facing aft (away from the pointy end) otherwise the boat would go backwards.

 

TR



#15
Frith5

Frith5
  • Members
  • 380 messages

Well, only if it's a row boat. Could have them in the stern facing the bow, with a single, sculling. Could have them in the middle, single oar, switching sides, could have them in either position, poling.

:)

 

Looking good so far! I think sliding them over to the center of the seat would be cool, myself, if you're gonna have them switch sides every other stroke.



#16
Quevy

Quevy
  • Members
  • 50 messages

I don't want to worry you but... You will need 2 oars and the character to sit in the middle operating them, otherwise the boat would (in the real world at least) go around in circles. Also the character will need to sit facing aft (away from the pointy end) otherwise the boat would go backwards.

 

TR

 

Hello, as Frith says, rowing with one oar to 2 hands the sense of rowing is accurate only if you use the brackets as a lever for rowing you have to sit down.
As for the row in circles I know of this, unfortunately still are not expert enough to create an animation that changes the side of the boat to row.
The decision to sit on the side of the boat is given by the need of the oar did not intersect the starboard side of the boat.
 
My intention is to create a working version but not real for our pw, once acquired quite familiar with animations, make a real version with double oars and seat aft. I always I have ability.

  • Frith5 et PLUSH HYENA of DOOM aiment ceci

#17
Quevy

Quevy
  • Members
  • 50 messages
I was thinking about how to make the browsing height editable for each type of area.
 
Ideas are 2.
A positionable invisible 4x4 with walkmesh, adjusting the height to trickle all tileset with water caminabile possino be used. Maybe insert small colored textures point to help you position, maybe a wooden floating :)
 
A trigger to regulate via scripting the height of the walkway.
You would in this way can change the height only if the boat phenotype is set. Best solution.
 
 
I would be more inclined to make the first, because I'm not a scripter, also because I do not know if the second is feasible.
What do you think?


#18
Quevy

Quevy
  • Members
  • 50 messages

I played a little with gmax and managed to create an oar.

21ngwax.jpg


  • Bannor Bloodfist, Zwerkules, Frith5 et 3 autres aiment ceci