Author Topic: medieval Rural by Zwerkules  (Read 4019 times)

Legacy_Rolo Kipp

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medieval Rural by Zwerkules
« Reply #90 on: December 05, 2012, 04:54:52 pm »


               <interested in helping...>

I have Max 2010 (preferred) and 2013. You tutor me & Cestus a little in how to do it and we'll be glad to generate your minimaps =)

Of course, that means we need to *cough* have access to those yummy scene files...

<...for his own very selfish reasons>
               
               

               
            

Legacy_Asymmetric

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medieval Rural by Zwerkules
« Reply #91 on: December 05, 2012, 07:59:37 pm »


               Hmm, perhaps minimap generation is something I can add to neverblender. I can't promise anything but I'll have a look.

EDIT: Seems to work. Once it's finished I'll also write a batch file, so It's possible to mass process mdl files and let blender generate the minimaps.
               
               

               


                     Modifié par Asymmetric, 05 décembre 2012 - 08:52 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #92 on: December 06, 2012, 12:50:23 pm »


               

Asymmetric wrote...

Hmm, perhaps minimap generation is something I can add to neverblender. I can't promise anything but I'll have a look.

EDIT: Seems to work. Once it's finished I'll also write a batch file, so It's possible to mass process mdl files and let blender generate the minimaps.


That would be incredibly useful. Thank you very much!
               
               

               
            

Legacy_Asymmetric

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medieval Rural by Zwerkules
« Reply #93 on: December 10, 2012, 05:27:04 pm »


               I added the  minimap generation feature to neverblender and a small batch script:
social.bioware.com/forum/1/topic/188/index/13936586#15235482

It still requires some testing though and you'll need the textures in tga format, as blender doesn't support biowares somewhat weird dds format.
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #94 on: December 10, 2012, 08:49:04 pm »


               How it handles transparencies, if i may ask?
               
               

               
            

Legacy_Asymmetric

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medieval Rural by Zwerkules
« Reply #95 on: December 10, 2012, 10:50:14 pm »


               Hmm, just tested it. It renders transparencies correctly. Trees and shrubs for example, should look like they are supposed to in the tga (= parts of the ground will be visible)

However the exported tga has no alpha channel (only RGB), so if the there is no ground plane at all, the transparent area will be grey. I don't know if this is a problem for minimaps.
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #96 on: December 11, 2012, 12:54:14 am »


               Thats excellent to hear, since with current tools in max it is not possible to export minimap transparencies!

Another thing: thats an old issue with raised tiles and minimap lighting: basically nwmax minimap creator exports the maps with a lightsource coming from a corner, so it adds shadows to the texures, and with raised tiles this brings an issue since the tiles rotate in the area and so the shadows do not match the same light source, giving the overall map of the area a very ugly effect. If it is possible to create minimaps WITHOUT light sources, so without shadows.... it would be amazing, really!
               
               

               
            

Legacy_cervantes35

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medieval Rural by Zwerkules
« Reply #97 on: December 11, 2012, 02:42:32 am »


               Zwerkules I will lend assistance to you if you need mini-maps just make sure I have every texture used in the set and consider it done old friend.

Sen I believe Velmar's tileset creator has an option to render transparencies for mini-maps but can only be used with 3DS Max.

Ooops forgot the textures must also be in TGA format Zwerk
               
               

               


                     Modifié par cervantes35, 11 décembre 2012 - 03:12 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #98 on: December 11, 2012, 12:54:33 pm »


               Thank you Rolo and Cervantes for offering help with the mini maps.
If I can't get Asymmetric's map generator to work, I'll take you up on that.
At the moment blender ends with an error message which looks like a file can not be opened.

Edit: It does work now. Thanks Asymmetric! I've been waiting for something like this for a long time.'<img'>
               
               

               


                     Modifié par Zwerkules, 11 décembre 2012 - 09:01 .
                     
                  


            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #99 on: December 13, 2012, 12:32:11 pm »


               Zwerkules, this tileset is coming along nicely. I like that grass hides seams at the top of slopes. The grass itself is gorgeous. And I like that this tileset expresses a different kind of geology. The chalky soil is a very nice touch.
And now that I am using the tileset more and more I have developed some requests.

Tiles:
one or two "camp" features for the grass tiles. Ideally these would have a camp that can be turned on with an animation, but the default condition would merely be the bare spots (no grass) and slight depressions which indicate where a party has camped. Often I create temporary encampments for NPCs which roam through the module. When they are at a location the creatures and placeables spawn into place. It bugs me however to see grass growing through crates, bedrolls and firepits. The firepit that I am using most often is the larger one in Project Q.

Likewise (although less critical since the sand lacks grass) would be one or two similar features for the sand tiles.

[This next one is a more ambitious project which I hesitated to ask since I know how busy you are.]
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great. This would be low walkable water that could transition between unwalkable water and grass, or just sit in the middle of either of these tile types. It would also allow a stream crosser. To  set this one apart visually from the water it would have vegetation in it: tules, cattails, reeds, lilypads, the occassional thicket/shrub. And a muddy rather than rocky bottom. This would allow us to make bogs, eutrophying ponds/lakes, and the typical marsh. As far as trees and boulders in it go, I'd leave that to the builder and placeables. I'm guessing that at a minimum this would result in thirty tiles (likely more), and so I will certainly understand should you not want to take this on. So don't hesitate to say no if you are uninterested. But I wanted to put it out there just in case. This is a feature that I would make good use of, and given the rarity of good marsh tilesets (I can't think of any that transition between water and grass which they all should) I think all other builders using this tileset would also appreciate it.

Placeables:
I was wondering if you planned to release placeables with this package like you did with the Medieval City. The first thing I wanted when I saw them were the boats. The trees and boulders would also be nice, but the main thing are the moveable, man made features like boats. I'd like to be able to spawn them in place when NPCs are present, and remove them when they are gone. There are other placeable boats I can use, but I like the texturing you did on those you have available. The elvish boat appears unique as well. I assume you made it, as I have not seen it before.
               
               

               


                     Modifié par henesua, 13 décembre 2012 - 12:33 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #100 on: December 13, 2012, 02:18:48 pm »


               

henesua wrote...

one or two "camp" features for the grass tiles. Ideally these would have a camp that can be turned on with an animation, but the default condition would merely be the bare spots (no grass) and slight depressions which indicate where a party has camped.


I'll probably have time to make these right after christmas.

henesua wrote...
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great...


That would be a terrain that can be placed next to two others. If it can only be placed next to one of the other terrains in one tile there wouldn't be that many tiles I'd have to make.
If you want it to be possible to have grass, water and marsh terrain on one tile, there are a lot more possible combinations.
I won't be able to make those before January.

And I learned something new now. '<img'> Since I've never seen the word 'tule' before I looked it up. First in a dictionary in which it was not to be found. In the wikipedia I found that it was a plant of the genus Schoenoplectus which I had never heard of either  ':whistle:' and I thought it looked like some kind of Scirpus to me so I looked that up.
Then I found this: The taxonomy of the genus is complex, and under review by botanists. Recent studies by taxonomists of the Cyperaceae have resulted in the creation of several new genera, including the genera Schoenoplectus and Bolboschoenus.
You got to love how they constantly change botanical names like Fallopia which was changed thrice in about ten years. I wonder if it still is Fallopia or Polygonum again. '<img'>

henesua wrote...
Placeables:
I was wondering if you planned to release placeables with this package like you did with the Medieval City. The first thing I wanted when I saw them were the boats. The trees and boulders would also be nice, but the main thing are the moveable, man made features like boats. I'd like to be able to spawn them in place when NPCs are present, and remove them when they are gone. There are other placeable boats I can use, but I like the texturing you did on those you have available. The elvish boat appears unique as well. I assume you made it, as I have not seen it before.


I'll not make a separate placeable pack because the textures match those of the Medieval City anyway. I will include those in the placeable hak for the Medieval City. I was going to add the trees and boulders anyway, as well as the thicket and some flowers. I can add the boats, too.
And the elven boat is from the Bioware city tileset. I didn't make it. I planned to make swan shaped boats for the elves.
               
               

               


                     Modifié par Zwerkules, 03 mai 2013 - 09:15 .
                     
                  


            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #101 on: December 13, 2012, 02:32:26 pm »


               

Zwerkules wrote...

henesua wrote...
A wetland tile: A wetland tile that acts in a similar fashion to your sand tile would be great...


That would be a terrain that can be placed next to two others. If it can only be placed next to one of the other terrains in one tile there wouldn't be that many tiles I'd have to make.
If you want it to be possible to have grass, water and marsh terrain on one tile, there are a lot more possible combinations.
I won't be able to make those before January.


I think the ability to place it adjacent both grass and water are essential. I appreciate that you are even considering this.

I've been using Tom Banjo's swamp tileset (part of TNO in Project Q) extensively, and while I like it very much, the inability to cross it with a stream or place it next to the lake terrain is very limiting when you consider typical transitions along the edges of a wetland.

Zwerkules wrote...
And I learned something new now. '<img'> Since I've never seen the word 'tule' before I looked it up. First in a dictionary in which it was not to be found. In the wikipedia I found that it was a plant of the genus Schoenoplectus which I had never heard of either  ':whistle:' and I thought it looked like some kind of Scirpus to me so I looked that up.
Then I found this: The taxonomy of the genus is complex, and under review by botanists. Recent studies by taxonomists of the Cyperaceae have resulted in the creation of several new genera, including the genera Schoenoplectus and Bolboschoenus.
You got to love how they constantly change botanical names like Fallopia which was changed thrice in about ten years. I wonder if it still is Fallopia or Polygonum again. '<img'>


I don't normally encounter someone who knows as much as you about plants. This was a pleasant surprise.

And I agree, plant names are a moving target. I suppose that is why some people simply cling to the common names. I've noticed that common names are useful when communicating with different kinds of professionals that deal with plants. The academic scientists wrinkle their noses at the vulgarity of common names, but at least it allows us to use one name for a species. ':police:'
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #102 on: December 13, 2012, 06:14:19 pm »


               weed for everyone:D
               
               

               
            

Legacy_Rolo Kipp

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medieval Rural by Zwerkules
« Reply #103 on: December 13, 2012, 08:24:42 pm »


               <taking aim...>

Dandelions? Great whole-body tonic! Mediocre coffee-alternative. Fantastic dynamic accumulator!
Not fond of the wine :-P

Think Sen has quite a few in his latest WIP...
'Posted

<...and purposely missing the point>
               
               

               


                     Modifié par Rolo Kipp, 13 décembre 2012 - 08:31 .
                     
                  


            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #104 on: December 13, 2012, 09:42:42 pm »


               

Rolo Kipp wrote...

<taking aim...>

Dandelions? Great whole-body tonic! Mediocre coffee-alternative. Fantastic dynamic accumulator!
Not fond of the wine :-P

Think Sen has quite a few in his latest WIP...


<...and purposely missing the point>

Did I miss the release for this?  Or was it just released in two states?   :innocent: