Author Topic: My First Tileset  (Read 4189 times)

Legacy_Renzatic

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My First Tileset
« Reply #135 on: January 23, 2011, 10:22:56 am »


               Hey, just letting you all know I ain't gone yet. December was pretty slow for me, but January has been swamped since right after new years. I haven't been able to do nearly as much as I wanted to.

Right now, the current standing is 23 tiles modeled, and 11 tiles textured, counting the depot. Yeah, I know. It's not alot. I'm getting there, though.

Here's 6 landscape tiles for you all to oggle in the meantime. Got some texture and smoothing group issues to contend with, but it's coming together decently enough.
               
               

               


                     Modifié par Renzatic, 23 janvier 2011 - 10:23 .
                     
                  


            

Legacy_the_isolator

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« Reply #136 on: January 23, 2011, 03:16:04 pm »


               Wow, love the road especially. It's a vast improvement on the traditional flat bioware standards. Excellent work, I can't wait to see this when it's finished.
               
               

               
            

Legacy__six

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« Reply #137 on: January 23, 2011, 05:46:43 pm »


               *faints*
               
               

               
            

Legacy_Eradrain

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« Reply #138 on: January 24, 2011, 09:33:18 pm »


               I'm gonna need a few more screenshots, before I go into awesomesauce-withdrawal.
               
               

               
            

Legacy_Renzatic

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« Reply #139 on: January 25, 2011, 03:05:07 am »


               Sorry, Eradrain. You're gonna have to wait on your next awesomesauce fix. My next real shot isn't coming up until I have alot more to show.

I haven't done anything too exciting since I posted that last shot up. I did a couple more road pieces, redid the grass textures so it's scaled proportionally and tiles properly  (something I've been meaning to fix since day 1), and did some sharpening and tidying. Nothing grand or bad just yet.

I'm also deleting those cliff tiles from the set, and starting them over from scratch. I want something more craggy, and those lumpy, 90 tri cliffs I've got now ain't cutting it. I'm upping the limit to 300-400 tris, and going to town on them.

But if you want something to tide you over in the meantime, I guess I can show you all what I'm working on at the moment: an untextured T section of the road, with the edges highlighted for educational purposes. Rad as hell. '<img'>
               
               

               


                     Modifié par Renzatic, 25 janvier 2011 - 03:06 .
                     
                  


            

Legacy_Chandigar

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« Reply #140 on: February 15, 2011, 10:44:55 pm »


               

Bannor Bloodfist wrote...

a Tile in NWN is 10 meters by 10 meters.  Period.  If your objects are larger in either "X" or "Y" direction then you must slice them at the 10 meter mark.  Height doesn't seem to be much of an issue, but 10 meter tall buildings are very rare, even in today's world with the exception of the bigger cities.  (Yes, I know, there are arguments about that, but consider the reality of your own home, or your neighbors home, again, excluding bigger cities or apartment buildings etc).


Delurking to debunk this, it keeps getting repeated... models do NOT need to be 10m x 10m. If you have a 2x2 group of tiles, you can have a single 40m x 40m model linked to say.. the upper right aurorabase but the rest of the model can hang over, its not a problem at all.

Walkmeshes, on the other hand, definitely need to be 10m x 10m and centered on the aurorabase.

All the Aztec Redux groups were built as single large models with only walkmeshes and lights in most of the other tiles.

Relurking. ':bandit:'
               
               

               
            

Legacy_Renzatic

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« Reply #141 on: February 17, 2011, 03:13:19 am »


               Yup. I learned that while I was doing the depot. It's set up so that the bottom left corner tile has the entire building on it, with the rest being flatish ground pieces.

You still have to have a 10x10 base piece and walkmesh to snap in alongside the rest of your tiles, but you can have another model on top of that, extending well beyond the edges of the base tile.
               
               

               


                     Modifié par Renzatic, 17 février 2011 - 03:13 .
                     
                  


            

Legacy_henesua

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« Reply #142 on: February 17, 2011, 05:32:05 am »


               While I won't be using your tileset for thematic reasons in my current mod, I am greatly impressed by your work so far. Keep it up. This tileset promises to be gorgeous.
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #143 on: February 17, 2011, 10:46:48 am »


               

Chandigar wrote...

Bannor Bloodfist wrote...

a Tile in NWN is 10 meters by 10 meters.  Period.  If your objects are larger in either "X" or "Y" direction then you must slice them at the 10 meter mark.  Height doesn't seem to be much of an issue, but 10 meter tall buildings are very rare, even in today's world with the exception of the bigger cities.  (Yes, I know, there are arguments about that, but consider the reality of your own home, or your neighbors home, again, excluding bigger cities or apartment buildings etc).


Delurking to debunk this, it keeps getting repeated... models do NOT need to be 10m x 10m. If you have a 2x2 group of tiles, you can have a single 40m x 40m model linked to say.. the upper right aurorabase but the rest of the model can hang over, its not a problem at all.

Walkmeshes, on the other hand, definitely need to be 10m x 10m and centered on the aurorabase.

All the Aztec Redux groups were built as single large models with only walkmeshes and lights in most of the other tiles.


Sorry Chandigar, you are actually making this even more confusing, most especially for new folks.

Can a visible object hang over the 10meter limit... absolutely!

Can you use it? Nope, not unless you STILL create a 10x10 walkmesh, which MUST ABSOLUTELY have it's won mdlbase and tilename etc.  (in other words, a tile)... you may choose to not have any visible objects attached, but the damn tile still MUST exist.

You can NOT have a wok(walkmesh) without having a unique mdl base (which IS the tile) associated with it.  You can not extend a working walkmesh beyond 10x10.  So, you must create that tile.  Whether you choose to attach all of your visible objects onto a single mdl base, thus extending beyond the original 10x10 is totally up to you, but it won't work in game or toolset, unless you have the 3 other empty mdls, and, if you want main tile lights etc, they each MUST be attached to each individual mdl base.  So, you still create the whole set of 10x10 tiles, but now you have to pay attention to what is attached to which mdl base etc.

Trying to teach folks how to do things incorrectly from the start, only adds to their confusion.  Once some prosptective tile artist can handle a 10x10 tile, then they may be ready to experiment with extending objects beyond that 10x10 tile.  This really comes in handy with foliage for trees along the tile(s) edges and it can come in handy with a single building that is larger than 30 feet (roughly 10 meters).  However, the game, IN GAME, has issues with this.  It defeats/breaks the visibility distance rules that the game runs with.  Think fog.  If you walk up to one of your buildings that is created as a single tile, with 3 blanks, a 2x2 group, and say it is rotated to a specific position which makes YOUR single tile still outside of fog distance, you could walk right into the wall, and never see it because the engine thinks that the building is still outside your visible range.  You can't see it, but you can't walk further forward because the wall is not visible, yet the wok is active. Turn fog off, and it is not too much of a problem, other than increased lag that is caused by everything being visible.  A 2x2 Group is probably not that big a deal, but a 2x3 or 3x3 or larger, WILL cause issues.  Default fog distance is 45 meters, which means that when you walk up to the edge of one tile, you can see that full tile, and halfway into the next one (thus reaching that tile's center location or mdl base).  So, a 2x2 group SHOULD show up unless you are approaching from one of the corners.  A 2x3 or larger group, will not show up at all, with those default setings.
               
               

               
            

Legacy_Chandigar

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« Reply #144 on: February 25, 2011, 02:17:33 am »


               

Bannor Bloodfist wrote...

Sorry Chandigar, you are actually making this even more confusing, most especially for new folks.

Can a visible object hang over the 10meter limit... absolutely!

Can you use it? Nope, not unless you STILL create a 10x10 walkmesh, which MUST ABSOLUTELY have it's won mdlbase and tilename etc.  (in other words, a tile)... you may choose to not have any visible objects attached, but the damn tile still MUST exist.

You can NOT have a wok(walkmesh) without having a unique mdl base (which IS the tile) associated with it.  You can not extend a working walkmesh beyond 10x10.  So, you must create that tile.  Whether you choose to attach all of your visible objects onto a single mdl base, thus extending beyond the original 10x10 is totally up to you, but it won't work in game or toolset, unless you have the 3 other empty mdls, and, if you want main tile lights etc, they each MUST be attached to each individual mdl base.  So, you still create the whole set of 10x10 tiles, but now you have to pay attention to what is attached to which mdl base etc.

Trying to teach folks how to do things incorrectly from the start, only adds to their confusion.  Once some prosptective tile artist can handle a 10x10 tile, then they may be ready to experiment with extending objects beyond that 10x10 tile.  This really comes in handy with foliage for trees along the tile(s) edges and it can come in handy with a single building that is larger than 30 feet (roughly 10 meters).  However, the game, IN GAME, has issues with this.  It defeats/breaks the visibility distance rules that the game runs with.  Think fog.  If you walk up to one of your buildings that is created as a single tile, with 3 blanks, a 2x2 group, and say it is rotated to a specific position which makes YOUR single tile still outside of fog distance, you could walk right into the wall, and never see it because the engine thinks that the building is still outside your visible range.  You can't see it, but you can't walk further forward because the wall is not visible, yet the wok is active. Turn fog off, and it is not too much of a problem, other than increased lag that is caused by everything being visible.  A 2x2 Group is probably not that big a deal, but a 2x3 or 3x3 or larger, WILL cause issues.  Default fog distance is 45 meters, which means that when you walk up to the edge of one tile, you can see that full tile, and halfway into the next one (thus reaching that tile's center location or mdl base).  So, a 2x2 group SHOULD show up unless you are approaching from one of the corners.  A 2x3 or larger group, will not show up at all, with those default setings.


Hmmm ok that makes sense, I retract my comment then! 

BTW nice to see so many familiar names on this forum!
               
               

               
            

Legacy_Eradrain

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« Reply #145 on: May 11, 2011, 05:17:53 am »


               Necro-bump.  Has Renzatic moved on to bigger and better things?
               
               

               
            

Legacy_Renzatic

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« Reply #146 on: May 11, 2011, 05:44:47 am »


               I wouldn't say better, but busier things, most definitely. Real life decided to show up, and throw a bunch of stuff to do in my lap. Since I run my own business, and all other kinds of good stuff, I haven't had time to dedicate to this as I'd like. By the time I get home, the only thing I feel like doing is sitting in front of the TV, and letting my tongue hang out the side of my mouth.

And yeah, I have been feeling guilty as hell for leaving this sitting for so long.

But, I'll tell you all what. I don't intend on giving up on this, so don't assume this is me throwing in the towel quite yet, but everything I've done so far isn't doing anyone a bit of good languishing on my harddrive. If anyone wants to play with what I've made, or even add it into your own tileset, send me a PM, and I'll link you to my Dropbox account with all my textures, raw PSD files, and models in it. If you end up using something, then all I'll request is you putting my name in a readme file somewhere.

Just one caveat: I ask that you hit me up only if you're fairly serious about modeling. I don't want a ton of people on my dropbox account. Oh, and don't expect to be impressed with my organizational skills. As far as that goes, all I can say is good luck. '<img'>

So...PM me if you're interested. '<img'>
               
               

               


                     Modifié par Renzatic, 11 mai 2011 - 04:45 .
                     
                  


            

Legacy_Renzatic

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« Reply #147 on: May 31, 2011, 08:07:11 am »


               I think I've kept you all waiting long enough. I hope you all haven't been holding your breath, cuz my pace? It be glacial.

I've had plans to do this church for..gaww...5 months now. Finally got around to starting it about 2 weeks ago. I think by this point you could all call me a procrastinator. And the why as to my procrastination is probably because (this is my deep, dirty, secret) I suck at doing trees. Foliage and grass I'm alright at. They're fairly easy to do. But I've never been able to make a low poly tree that I'm 100% happy with. Even with me knowing this quite well, for some reason or another, I thought it'd be a grand idea to try making a forest tileset in a low poly engine.

That first tree? I almost call it a fluke. These trees below? Almost 3 days of on and off scraps and redos. I'm figuring out that doing full bodied, bare-in-winter trees is even harder to do than regular trees. Specially when you've got a budget of so many polygons. I've gotten to the point where I'm starting to go more stylized rather than realistic just so I'll have enough headroom to make my forest nice and foresty. The end result is what you see here...

The Church.

Trees are 550 polys each. The church 1145.

The reason why I have it as an in editor shot is because, A. cropping is hard, B. it looks more impressive there, and C. I've still got alot of little details that need doing, and don't want to draw attention to what's missing.

Once I get a collection of trees and bushes done, the rest of the tileset will fall right into place. It's just doing those damn trees that's been the big holdup.
               
               

               


                     Modifié par Renzatic, 31 mai 2011 - 07:17 .
                     
                  


            

Legacy_Eradrain

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« Reply #148 on: May 31, 2011, 11:23:37 am »


               Awesome.  I love how that one bit of roofing is peeling off.  Fantastic tileset, keep up the remarkable work!
               
               

               
            

Legacy_Zwerkules

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« Reply #149 on: July 04, 2012, 06:44:09 pm »


               

Renzatic wrote...

But, I'll tell you all what. I don't intend on giving up on this, so don't assume this is me throwing in the towel quite yet, but everything I've done so far isn't doing anyone a bit of good languishing on my harddrive. If anyone wants to play with what I've made, or even add it into your own tileset, send me a PM, and I'll link you to my Dropbox account with all my textures, raw PSD files, and models in it. If you end up using something, then all I'll request is you putting my name in a readme file somewhere.

Just one caveat: I ask that you hit me up only if you're fairly serious about modeling. I don't want a ton of people on my dropbox account. Oh, and don't expect to be impressed with my organizational skills. As far as that goes, all I can say is good luck. '<img'>

So...PM me if you're interested. '<img'>


Did anybody ask Renzatic for those files? In another thread he said he abandoned his tileset. It would be a pity if those trees would never be used. Even if the tileset is incomplete, the trees could still be used as placeables.