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#26
Tonden_Ockay

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Ok what do you all think of this water for both tilesets or for a universal water?

 

 

 

VT Forest Addon     Water

 

 

r2u4ur.jpg

 

 

 

Wild Woods Reskin     Water

 

 

alni3q.jpg

 

 

 

 

I'm just trying to come up with something that will look good to use across all my reskin haks. That way all water looks the same no matter where you go in a module.


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#27
Zwerkules

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I don't think the road texture was such a big problem, nor is it the water. I think your main ground texture is the problem. It looks very unnatural. Even if your whole forest had nothing but red oaks, the ground texture wouldn't look quite right. It looks more like it's a foto that was taken on a parkway with asphalt below all those leaves. It is too homogeneous and too brown, nothing but leaves without any tiny twigs and other dead plants, let alone life ones.
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#28
Tonden_Ockay

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Thanks for the insight " Zwerkules " I will work on trying to find something that matches more of what your talking about.



#29
Tonden_Ockay

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Ok I had this ground texture on my PC from when I was first learning how to retexture and tried my hand at making a custom forest/grass ground.

 

 

 

Does it look better?

 

 

2euk5t4.jpg

 

2e4ynav.jpg

 

 

 

 

 

Does it need more brown on the ground ?


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#30
Tonden_Ockay

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Or does this darker color ground look better. Its a little darker greens, more browns, and less yellows.

 

 

2s7bad3.jpg

 

21ag17m.jpg



#31
Sachie

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I like the road in post #30 with the darker colored ground. It looks more like people have been passing through trampling it to death, killing whatever vegetation that dares go onto the roadway.



#32
Tonden_Ockay

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Thanks Sachie I made the grass darker on the road just for that reason. 

 

 

Here is the ground using it with TV_Forest_Addon.hak

 

 

2586yh1.jpg

 

 

 

 

 

However here is the problem with the ground  

 

 

 

 

 

iyeh68.jpg

 

 

 

 

Does anyone know how to fix this? If you all think this ground looks like the right mix of colors for a forest floor, then this will need to be fixed. However I don't know how to do it myself or I would. 

 

 

If I remember right this texture blends OK if you don't turn it. The problem is with the roads you have to turn it.



#33
Tonden_Ockay

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I'm able to fix the problem if I don't combine the grass/ground texture with the road texture. Then the road texture just lays on top of the ground, but when I do that then the road texture is outlined in white inside the game. 

 

 

 

 

k3rtz5.jpg



#34
MerricksDad

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To fix the white outline on some images, you may want to inspect your texture image. If your mask has been merged with the original texture, you'll get a white outline, or whatever color was your background when the mask was applied. Below is what happens if it is merged or not merged.

 

9sk1Yl5.png

 

The first column shows the original, or the original with mask merged. The second shows the alpha layer, presumably similar to the mask. The total shows that the double applied mask grabs the wrong color from around the edges.



#35
Tonden_Ockay

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Hmmmm I don't have time now but I'm guessing I need to just remake the road/path textures from scratch. I could start with a colored background and cut the road out of it. 

 

Long story short I will try it tomorrow if I get time.

 

 

Thanks for the insight " MerricksDad "



#36
Tonden_Ockay

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Well I had a few minute so I gave one tile a shot, but it didn't work. I really don't know what I'm doing when it comes to cutting our textures that lay over top of other textures without merging them.



#37
Tonden_Ockay

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Here is the texture if anyone knows how to make it seamless.

 

 

14juxb7.jpg



#38
Sachie

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There's a lot of tutorials on the internet on how to turn a texture graphic you already have into one that is seamless that can explain how to do it better than I'd be able to in a single post. For example, here's a couple of tutorials using PhotoShop:

http://www.obsidiand...toshop-tutorial

http://design.tutspl...round--psd-1565



#39
s e n

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I'm able to fix the problem if I don't combine the grass/ground texture with the road texture. Then the road texture just lays on top of the ground, but when I do that then the road texture is outlined in white inside the game. 

 

 

 

 

k3rtz5.jpg

try to put the road texture as child under a_node and if it soesnt work try play with hierarchy still under a_node, unlinking both road and ground texture first then re linking road then ground, ground then road... all childen of a_node or one child of a_node and the other child of the other texture

 

another try you can give is look for some foliage txi under some standard tileset or some custom made that does not show this issue and use it for the road texture.



#40
Zwerkules

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To get rid of the white edges, make sure the parts of the texture that should be transparent aren't white, but have a colour that closely resembles that of the road edges (what MerricksDad said and showed in his pictures). Then make sure you got the render order right and the roads are rendered AFTER the ground is rendered and they have set their transparency hint to 1. If you unlink the roads and then link them to the aurora-base again they will get rendered after the ground. If you have more than one transparent mesh, work from the ground up, i. e. first render the stuff on the ground, like the roads, then bushes and then tree foliage.
All this won't help you if there's something animated behind a transparent texture, like a door's SAM (the part that is glowing blue) or fog emitters. In that case you have to live with the gray/white/light blue edges.

Edit: Damn, I missed what Sen said. He already told you to change render order. But you don't really need an animation node to link transparent meshes to. If the tile already has one, because for example it has puddles, water or animated parts, it is okay to use the animation node. If it doesn't have one, don't add one. In that case changing the render order and the transparency hints will do.
This "link everything transparent to the a-node" hint comes up again and again, but it really isn't neccessary to add an animation node to a tile if it doesn't have one.

For your ground texture try to find some balance between dead leaves and grass. Very good examples are the textures Baba Yaga uses in his forest tileset.
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#41
Tonden_Ockay

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I love that your trying to help me Zwerkules but I don't really understand what your telling me. Most of what I have learned is by trial and error, so I don't really know the names and terms for everything.

 

That said I do know what an Alpha texture is, but after that I'm lost.

 

I have been using paint.net for working with my textures.



#42
Tonden_Ockay

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Question

 

 

try to put the road texture as child under a_node and if it soesnt work try play with hierarchy still under a_node, unlinking both road and ground texture first then re linking road then ground, ground then road... all childen of a_node or one child of a_node and the other child of the other texture" 

 

Is this settings in the tileset or the .set file settings?

 

 

" Then make sure you got the render order right and the roads are rendered AFTER the ground is rendered and they have set their transparency hint to "

 

How do I check or even change the rendering order?



#43
MerricksDad

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Think of the mesh nodes in a tree form. In NwnExplorer you can view the tree form of the nodes. If the path graphical node is above the ground graphical node, it may not render properly. You can fix this by changing its "parent" name in the mdl file to that of the ground node. For instance, if the ground is box002 and the path is box001, then find where the path mesh has "parent" set to something like the name of the tile, and change it to "box002". However, if you do this, make absolutely sure it is moved BELOW box002 or it will try to link itself to an object which does not yet exist, which is another can of worms.

 

So:

1) Using either text editor or nwnexplorer, check the order of the branches in the tree structure

2) Make sure it is rendered after the ground, either by moving it below the ground mesh entry, or both that and parenting with the ground mesh (doing both is best I find). Do this with the text editor by selecting everything that goes with that mesh node, and moving it (or cut/paste simplicity) to below the ground mesh entry.

3) As mentioned, set the transparencyHint to 1 on that path graphic node in the mdl file


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#44
Tonden_Ockay

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Thanks for trying to help explain all this to me " MerricksDad "

 

 

1. " Ok the mesh nodes in a  tree form. "

 

I really have no idea where or what mesh nodes or a tree form is. Sorry

 

2. " NwnExplorer to view tree form of the nodes. "

 

I don't know how to do this, but I have and do use NWN Explorer to add or remove textures. 

 

3.  " If the path graphical node is above the ground graphical node, it may not render properly "

 

I don't know what a graphical node, or the ground graphical node is.

 

4.You can fix this by changing its "parent" name in the mdl file to that of the ground node.  "

 

Ok I know about mdl files and where to find them.

 

5. For instance, if the ground is box002 and the path is box001, then find where the path mesh has "parent" set to something like the name of the tile, and change it to "box002".  "

 

I don't know what a path mesh is or where to find it. I'm guessing the " parent " is just the name it is tagged.

 

6.However, if you do this, make absolutely sure it is moved BELOW box002 or it will try to link itself to an object which does not yet exist, which is another can of worms. "

 

Sense I don't know/understand what all this stuff is or where or how to find it, then I have no idea how to moved them or what it takes to do that.

 

 

 

Sorry guys I'm a guy how never toyed with computers as a kid. I did't even learn how to type with more then one finger till I was like 23. I grew up playing with sticks, matchbox cars, lego's, and using my imagination. So scripting, texturing, and model making is all new to me. I don't even work on computers at work, I remodel homes. I do all the hands on work, roofing, siding, windows, doors, and so on.

 

There for all this stuff is just something I'm trying to learn from complete scratch. So thanks for trying to help me understand all this when I don't have a clue of what I'm doing :). I just push or click something and see what happens, if I like what took place I remember how I did it so I can do it again. However I'm not learning any terms or names for anything that I'm doing.



#45
T0r0

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You'll figure it out. The biggest hurdle (IMHO) is learning to uvw unwrap/ texturing an object. This skill will let you fix most anything you're unhappy with.  Keep at it !!! 


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#46
Tonden_Ockay

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Ok

 

Question:  What is causing the grass texture to show up on the bridge and how do I fix it? 

 

 

 

 

rrvbt1.jpg



#47
Bannor Bloodfist

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Most likely, the WOK faces on that section of the bridge have been set to 'grass'.  You would have to edit the wok (from INSIDE the mdl) to correct it as just editing the external .wok file is not a proper type of fix and will get lost anytime you export the tile mdl again.  If you just select those faces and change the surface to wood instead of grass, the problem will be gone.

 

If it is not the wok face / surface type being wrong, then about the only other thing would be a setting for transparency in the actual faces where the wood texture is applied. 

 

Likely, someone did a mass search/replace from dirt to grass on the tile mdls in question.  I have seen that problem on many different tile-sets in the past.


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#48
Tonden_Ockay

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OK I did some digging and found the following.

 

 

 

2d2944n.jpg

 

 

I started thinking and I think I was looking at the wrong thing. I'm not sure how to find what you are talking about " Bannor Bloodfist "



#49
YeoldeFog

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When I look for a texture in a tileset I go through the following steps

 

1. Find the name of the tile in the toolset (lower left corner)

2. Open Nwnexplorer and search for the tile

3. Open the .mdl file and click on "Raw Model"

4. Figure out the bitmaps looking at the information you screenshotted above.

5. Open a new nwnexplorer and search for the texture

6. Export the dds (or TGA) to tga

7. Change the texture

8. Save it as TGA in the DDS converter "In" folder"

9. Run "Runme.bat" and fetch the new compressed dds texture in the "out" folder

10. Save the texture in a HAK above the old texture. 

 

edit: Oh, this might not be what you asked for, but doh... i'll keep it here for someone else .)



#50
Tonden_Ockay

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Thanks " YeoldeFog " 

 

 

But ya I'm trying to find out how to fix it so the grass doesn't show up on the bridge part of the ramp.

 

 

 

 

rrvbt1.jpg