Author Topic: medieval Rural by Zwerkules  (Read 4023 times)

Legacy_Tarot Redhand

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medieval Rural by Zwerkules
« Reply #105 on: December 15, 2012, 12:24:54 am »


               @Zwerkules you should have checked for tule in the Oxford English Dictionary where we have the entry in the British and World English definition -

tule
Pronunciation:  /ˈtuːli/

Definition of tule

noun

a clubrush that is abundant in marshy areas of California.
Scirpus acutus and S. validus, family Cyperaceae

Origin:

mid 19th century: via Spanish from Nahuatl tullin

or the American English definition -

tule
Syllabification: (tu·le)
Pronunciation:  /ˈtoÍžolÄ“/

Definition of tule

noun

a large bulrush that is abundant in marshy areas of California.
Genus Scirpus, family Cyperaceae: two species, S. acutus and S. validus

with the same origin

TR
               
               

               


                     Modifié par Tarot Redhand, 15 décembre 2012 - 12:27 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #106 on: May 03, 2013, 09:53:10 pm »


               I'm still working on this tileset.

'Posted
'Posted

I've finished the big houses which can be used for big farm houses, inns and the house of the mayor.
I'll work on the smaller houses next and then add wind- and water mills.
               
               

               


                     Modifié par Zwerkules, 03 mai 2013 - 08:55 .
                     
                  


            

Legacy_The Amethyst Dragon

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medieval Rural by Zwerkules
« Reply #107 on: May 03, 2013, 10:17:10 pm »


               Can't wait to see this in action.
               
               

               
            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #108 on: May 03, 2013, 11:18:08 pm »


               Beautiful!
               
               

               
            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #109 on: May 03, 2013, 11:38:38 pm »


               Stunning as always.  Your work is the best of the best.

I've a comment about the grass though, and it's something that I've always thought looked very out of place on all rural sets.  The grass around the houses, and any other buildings, would be completely flattened from all the foot traffic.  This goes double for farm houses and anyplace that has a concentration of livestock.  I can see tall grass around an abandoned building, but not one that's in use.  I don't know if that's doable, or even desirable for anyone else, but it would be more realistic.
               
               

               
            

Legacy_Pstemarie

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medieval Rural by Zwerkules
« Reply #110 on: May 04, 2013, 04:20:03 am »


               Flat grass would be easy enough - add a walkmesh material that duplicates the grass material. It would just need a new name in the 2da. The wavy grass wouldn't render on the flat-grass material.
               
               

               


                     Modifié par Pstemarie, 04 mai 2013 - 03:20 .
                     
                  


            

Legacy_Master Jax

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medieval Rural by Zwerkules
« Reply #111 on: May 04, 2013, 06:23:02 am »


               Wouldn't it be easier to simply change the face type of the WOK in a 3d editor into something else like leaves or dirt so there's no dynamic grass on it?
               
               

               
            

Legacy_Pstemarie

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medieval Rural by Zwerkules
« Reply #112 on: May 04, 2013, 11:37:31 am »


               

Master Jax wrote...

Wouldn't it be easier to simply change the face type of the WOK in a 3d editor into something else like leaves or dirt so there's no dynamic grass on it?


Yes and no. You still have to change the material and changing it to leaves or dirt would produce the wrong vfx and sfx when a creature walks across it. Dirt would produce a soft dust cloud and a subtle thumping sound. Leaves would produce a rustling sound. The 2da is really minor and its easy to add new material types to NWMax material's list by editing wokmat.ini (found in the NWMax folder). 
               
               

               


                     Modifié par Pstemarie, 04 mai 2013 - 10:37 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #113 on: May 09, 2013, 09:39:02 pm »


               I've scaled the models to 75% of their original size. They were quite big because I used standard doors which seem to be made for giants (2m wide and 3m high) rather than humans. To make those doors fit each story of a house has to be at least 3.2m high.
Because these are groups and not a terrain type there is no need to use standard doors. So I made two tileset specific doors for the buildings and scaled those houses to 75%.
That left more unused space around the houses than before. I could change the walkmeshes so that the grass is now growing farther away from the walls which wasn't possible before because there wasn't enough room on the tiles.
I didn't add an extra walkmesh material though, just used the dirt material for the 'flat' grass. It makes sense that the footstep sounds are different on the flat grass and that it is so dry that walking over it produces dust clouds.
               
               

               
            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #114 on: May 09, 2013, 10:00:37 pm »


               your attention to these details is impressive, zwerk.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #115 on: May 12, 2013, 07:34:42 pm »


               A place for the chicken:

'Posted

:happy:
               
               

               
            

Legacy__six

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medieval Rural by Zwerkules
« Reply #116 on: May 12, 2013, 08:12:02 pm »


               You know, otherwise great as the models are, the textures there look very flat.
               
               

               
            

Legacy_Master Jax

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medieval Rural by Zwerkules
« Reply #117 on: May 13, 2013, 06:08:54 am »


               I have to agree with Six. Why not use the Medieval City textures, Zwerk? You did a great job with buildings in that tileset. Half of it was due to your choice of textures. 0__0
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #118 on: May 13, 2013, 09:19:21 am »


               All but two textures are the same as in the Medieval City tileset. The stones in the texture for the ground stories of the buildings were too big and irregular for the farm houses so I needed a different one. The roof texture is actually a placeholder. I haven't found a proper reed texture yet. Everything I found is very yellow and looks like straw. There's a brown ambient on the roofs to give them the proper brown colour but of course that makes them look very flat because they are drained of all their original variations in colour.
Once I find proper reed texture the roofs will look different. I tried to sharpen the wall texture, but that didn't help.
               
               

               
            

Legacy__six

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medieval Rural by Zwerkules
« Reply #119 on: May 13, 2013, 05:33:10 pm »


               I don't know how difficult it would be with these models, but my usual trick is to try and give the impression of a soft shadow on the walls, cast by the roof or by the wooden beams. If you've got enough texture space, baking that using a ray-traced render looks great (a lot of Q content used that trick), but does require very careful UV mapping. Just painting a bit of shadow on manually can get a similar effect.

I did a highly exaggerated version of sorts using an alpha layer on my dwarven dungeon tiles, which at least IMO breaks up the monotony a lot.

Just throwing ideas around anyway. If its any help then my work here is done, if not, cool.
               
               

               


                     Modifié par _six, 13 mai 2013 - 04:37 .