Author Topic: medieval Rural by Zwerkules  (Read 4014 times)

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #45 on: July 19, 2012, 10:00:02 pm »


               I realy like it. And we can use placeable boulders and bushes to cover some spots where the rocks break out. It´s not to natural anway to have for everything a "transition" texture imo. Very good work and you seem to have improved the general rock structure or just sharpened some edges.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #46 on: July 20, 2012, 01:18:44 pm »


               Thank you, Baba!

henesua wrote...
My question is more wok mesh related. how close to the top of the cliff can a player walk?


Forgot to answer this, sorry.
At the moment the mountain tiles aren't walkable at all. Later they can be made walkable with two crossers.
What is the road crosser now, will be called path in one of the next updates and the road crosser will be a crosser for cobbled roads.
If you use the path crosser on mountain terrain it will become walkable, but there won't always be a clear path between the rocks, there'll be parts of the path where there'll be some rock you have to walk over or some bushes you have to walk through.
If you use the road crosser, you will get a clear path which will have a railing or fence at one side where people could fall off a cliff if there was no railing there.
Both crossers can be placed in all directions, not just from the bottom of a mountain tile to the top but also paralell to the mountainside. You'll get pathes at about half the height of the tile then.

Even without the path and road crossers some of the mountain tiles will have walkable parts. There will be ledges where you can place archers or you could hide some treasure there which could only be reached if the PC used a rope.
I'm not sure if those tiles should appear when you place mountain terrain or if I should only make them features.
               
               

               


                     Modifié par Zwerkules, 20 juillet 2012 - 12:19 .
                     
                  


            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #47 on: July 20, 2012, 03:06:55 pm »


               Thanks for the answers, Zwerkules. That sounds great.

With regards to some mountain tiles having walkable parts and whether to make these tiles features or alternate tiles:
If you are going to provide visual cues as to the presence of a walkable part then an alternate tile works. Otherwise its best as a feature.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #48 on: July 21, 2012, 04:32:34 pm »


               Baba Yaga, you're right. The transition texture from rock to grass is not needed. If there were leaves or sand instead of the grass I would probably have made a texture for the transition from rock to sand or leaves, but with the 3d grass right next to the mountain it is unnecessary. Saves me some time. '<img'>

Here is a first screenshot of what the mountains look like in game:

'Posted

Those tiles are still unfinished though. There are no plants on any of the mountain tiles yet and the moss patches are also still missing.':whistle:'
               
               

               


                     Modifié par Zwerkules, 21 juillet 2012 - 03:33 .
                     
                  


            

Legacy__six

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medieval Rural by Zwerkules
« Reply #49 on: July 21, 2012, 04:52:19 pm »


               Coolness. I wasn't sure how these were going to look ingame, from the screenshots earlier, but they seem to fit into the set pretty well. Do I see some raise/lower on them?
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #50 on: July 21, 2012, 04:54:42 pm »


               Yes, raise/lower does work, but I haven't made the edgetiles for it yet.
The mountains are 8m high and the raised parts are 13m high.
               
               

               
            

Legacy_Frith5

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medieval Rural by Zwerkules
« Reply #51 on: July 21, 2012, 05:34:37 pm »


               Let the drooling commence! This looks fantastic so far. '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #52 on: July 21, 2012, 05:47:26 pm »


               thats a beatifull ingame scene:)
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #53 on: July 22, 2012, 12:23:56 am »


               i like it too '<img'> still have doubts on the overall effectiveness due to the low raise value, but the engine is what it is.... good work Zw
               
               

               
            

Legacy__six

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medieval Rural by Zwerkules
« Reply #54 on: July 22, 2012, 12:28:17 am »


               As long as Zwerk makes sure it's possible to put raised grass next to unraised mountain (to get a smaller height difference) and the tiles required in between, it'll be possible to create nicely graded and mixed slopes over multiple levels. I did something similar looking ages ago using LR's mountain models with a two-terrain implementation that made his 'grassy hill' into the default raise and it worked very well.
               
               

               


                     Modifié par _six, 21 juillet 2012 - 11:28 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #55 on: July 22, 2012, 10:39:02 am »


               The mountains will work next to raised grass, half-height grass, water, trees and possibly chasms.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #56 on: July 23, 2012, 06:29:48 pm »


               I've made tiles with the moss patches, boulders and trees now, but not for the raised mountain terrain yet.


'Posted
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #57 on: July 23, 2012, 08:47:30 pm »


               looks beautiful! will the moss be activable using aniloops just like Baba did with flowers, or they will be separate tiles?

about the trees: i know trees are one of the most difficult things to model right, and once you have your tileset complete well... there is not much to do if the builder wants to change em aside going through tiles 1by1, and thats not a pleasant thing to do. i was thinking something about emitter controlled trees, so you place the emitter where the tree should be, spawning a chunk model that is your tree, easily patchable. just an idea (not saying i dont like your pines but with emitters is easy to change em!) counterside im not sure if its possible to have emitter chunks set to fadeable....
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #58 on: July 23, 2012, 09:07:26 pm »


               @sen
Do you know if this works like it sounds or anyone who did that succesfully already? Because thats a very new way of doing vegetation a bit more randomized.
               
               

               


                     Modifié par NWN_baba yaga, 23 juillet 2012 - 08:08 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #59 on: July 23, 2012, 09:44:39 pm »


               

s e n wrote...

about the trees: i know trees are one of the most difficult things to model right, and once you have your tileset complete well... there is not much to do if the builder wants to change em aside going through tiles 1by1, and thats not a pleasant thing to do. i was thinking something about emitter controlled trees, so you place the emitter where the tree should be, spawning a chunk model that is your tree, easily patchable. just an idea (not saying i dont like your pines but with emitters is easy to change em!) counterside im not sure if its possible to have emitter chunks set to fadeable....


There's only one out of four tiles with trees, so they don't appear often. Very few mouse clicks can get rid of any trees there are and if builders want different trees, they can use placeable trees.
So I don't really see the need to put a lot of work into emitter based trees just to save some builders a few seconds time. '<img'>

BTW I hate tilefade. '<img'>
               
               

               


                     Modifié par Zwerkules, 24 juillet 2012 - 02:22 .