Author Topic: Witcher Rural Tileset  (Read 1014 times)

Legacy_Michael DarkAngel

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Witcher Rural Tileset
« on: October 18, 2010, 01:02:09 am »


               I've begun work on bringing some of The Witcher elements to NWN.  The first thing is a house.  More still needs done on this 2x2 group (smoke emitter for the chimney, window lighting anims, doors, etc.).  I don't think this will fit well in the standard Rural tileset, so I'll be attempting an entirely new tileset (we'll see how that goes).

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Legacy_Eradrain

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Witcher Rural Tileset
« Reply #1 on: October 18, 2010, 01:17:05 am »


               This is fantastic, thanks for doing it!
               
               

               
            

Legacy_Pstemarie

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« Reply #2 on: October 18, 2010, 05:09:27 am »


               I like.
               
               

               
            

Legacy_Michael DarkAngel

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Witcher Rural Tileset
« Reply #3 on: October 18, 2010, 07:07:12 am »


               A tree from The Witcher being used as random terrain, for now.

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Legacy_Jenna WSI

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« Reply #4 on: October 18, 2010, 04:17:02 pm »


               Looks very good, though I would suggest bringing the brown dirt out under all corners of the house (it's tucked under on one side). Very nice textures and everything though.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #5 on: October 18, 2010, 11:14:49 pm »


               

Jenna WSI wrote...
Looks very good, though I would suggest bringing the brown dirt out under all corners of the house (it's tucked under on one side). Very nice textures and everything though.


The house still needs more work, not quite done with that yet.  However, I was planning on leaving the dirt around the house just the way it is.  We'll see how it looks when I'm finished with it.  I may just get rid of the dirt altogether, but then I have to make steps to get to the doors, and I don't know that I could match the quality of the original work by CDPR.

Thanks for the suggestion,

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                     Modifié par Michael DarkAngel, 18 octobre 2010 - 10:15 .
                     
                  


            

Legacy_Gleym

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Witcher Rural Tileset
« Reply #6 on: October 19, 2010, 12:21:56 am »


               Those houses are HUGE compared to the character models. lol
               
               

               
            

Legacy_Frith5

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« Reply #7 on: October 19, 2010, 01:43:12 am »


               Ah, that'd be great. NWN can always use more content! I've often wondered about Witcher content being used in NWN.

Another thread to watch. '<img'>

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Legacy_Michael DarkAngel

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« Reply #8 on: October 19, 2010, 02:03:39 am »


               

Gleym wrote...
Those houses are HUGE compared to the character models. lol


It could be camera angle playing tricks.  I haven't created a walkmesh for the group yet, so I haven't been able to get next to the house.  I will be doing that shortly.

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Legacy_Michael DarkAngel

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« Reply #9 on: October 19, 2010, 07:08:50 am »


               I think it was a camera angle issue.

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I'm standing two steps below the threshold, but I think you can see size, in this case, is not an issue.

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Legacy_Michael DarkAngel

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« Reply #10 on: October 19, 2010, 07:25:19 am »


               I decided to do a door comparison, and this is what I found

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The door on the left is a standard bioware door, on the right is the door for The Witcher house.

All I can say is very interesting...

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Legacy_Gleym

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« Reply #11 on: October 20, 2010, 07:13:04 am »


               Given the unevenness of the terrain in The Witcher, are you also going to implement that? It works especially well rather than having everything so flat and plain. Worm's stuff is a good example of bumpy terrain that feels natural.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #12 on: October 20, 2010, 07:24:47 am »


               

Gleym wrote...
Given the unevenness of the terrain in The Witcher, are you also going to implement that? It works especially well rather than having everything so flat and plain. Worm's stuff is a good example of bumpy terrain that feels natural.


There is definitely going to be some uneveness of terrain.  Unfortunately, I won't be able to produce on the scale The Witcher had.  Just not possible with a tile-based terrain.  A couple of examples, however, of getting pretty darn close would be the TNO tileset, Worm's work and Six' work.  If I can achieve something close to that, then this should turn out pretty good.

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Legacy_Gleym

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« Reply #13 on: October 20, 2010, 07:37:50 am »


               Right, that's what I meant. Just something along those lines would work just fine. Using the Raise/Lower function to that end would also work rather well.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #14 on: October 22, 2010, 01:59:22 am »


               Smoke Emitter and Window animations have been added.

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One more walkmesh to finish and this group will be complete.  Then do the door.

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