Author Topic: Project Q TNO reskin  (Read 670 times)

Legacy_Aztec2012

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Project Q TNO reskin
« Reply #15 on: September 07, 2015, 05:25:36 pm »


               

Cool grass! It will be add to Q 2.1?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #16 on: September 07, 2015, 05:40:29 pm »


               

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. 


               
               

               
            

Legacy_YeoldeFog

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« Reply #17 on: September 07, 2015, 07:00:32 pm »


               

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.



               
               

               
            

Legacy_Pstemarie

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« Reply #18 on: September 07, 2015, 09:20:49 pm »


               


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. 


               
               

               
            

Legacy_T0r0

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« Reply #19 on: September 08, 2015, 02:57:23 am »


               

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



               
               

               
            

Legacy_Jedijax

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« Reply #20 on: September 08, 2015, 05:21:04 am »


               
 

 

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!



               
               

               
            

Legacy_YeoldeFog

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« Reply #21 on: September 08, 2015, 01:23:55 pm »


               

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 outdated.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


• 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! '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #22 on: September 08, 2015, 03:13:42 pm »


               

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.


               
               

               
            

Legacy_Verilazic

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« Reply #23 on: September 18, 2015, 08:18:34 pm »


               


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




 


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


               
               

               
            

Legacy_Borden Haelven

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« Reply #24 on: September 18, 2015, 11:41:53 pm »


               

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. '<img'>