Author Topic: A tale of a forest  (Read 902 times)

Legacy_3RavensMore

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A tale of a forest
« Reply #30 on: July 08, 2012, 05:50:42 pm »


               

NWN_baba yaga wrote...

I add the whole undergrowth to the animloops which is not visible by default. This way I keep the original feeling of it and you can decide where you want some more vegetation. You can even use this method for rocks, trees and everything else.

So:

animloop1 = flowers
animloop2 = moospatch + ferns
animloop3 = special and top sercret '<img'>


That sounds fantastic. 

I wish other cc makes would have used this technique.  I've long wished that the various underground sets had a way to turn off the mushrooms.  Some of those sets are spectacular, but I've always been a fan of empty rooms / caverns and letting the builder have a clean canvas to work with.

Oh...and the ground textures on the forest are freaking gorgeous.
               
               

               
            

Legacy_QlippothVI

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A tale of a forest
« Reply #31 on: July 08, 2012, 07:56:37 pm »


               RL kickin my butt, but I had to pop in and say, "WOW!".
               
               

               
            

Legacy_Shadooow

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A tale of a forest
« Reply #32 on: July 08, 2012, 08:00:37 pm »


               

NWN_baba yaga wrote...

I add the whole undergrowth to the animloops which is not visible by default. This way I keep the original feeling of it and you can decide where you want some more vegetation. You can even use this method for rocks, trees and everything else.

So:

animloop1 = flowers
animloop2 = moospatch + ferns
animloop3 = special and top sercret '<img'>

thats absolutely smart concept, could you or OTR tell us how to make this possible? I mean, I found out the need for various tiles in default tilesets like city to disable enable the placeables around. Yes there exists haks that changes the tile so these placeables are not there, yet i can only choose with/out not both. Now this concept would allowed it. How would I changed the certain objects in models to be used with animloop?
               
               

               
            

Legacy_NWN_baba yaga

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A tale of a forest
« Reply #33 on: July 08, 2012, 08:07:30 pm »


               @ShaDoOoW:
I have a tileset default anim that is only used for alpha transparency setting of the undergrowth  "alpha = 0" (so not visible).
Then I add animloop1 +2 with alphasettings for the different undergrowth of 1.0. Thats all I did.

Technically I added for the mesh a first and last key on the animation with only "animated" alpha settings. Its similar like the day/night window transition.
               
               

               


                     Modifié par NWN_baba yaga, 08 juillet 2012 - 07:21 .
                     
                  


            

Legacy_Zwerkules

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« Reply #34 on: July 08, 2012, 09:26:43 pm »


               Shadooow, you have to keep in mind though that this only works for parts of the tile you can walk through anyway, like ferns, flowers and bushes. If you use this method to let something like a tree disappear, something that blocks movement and/or line of sight, it will become invisible, but still block movement and so on.

That's probably why people haven't used this to remove mushrooms in caves. I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.
               
               

               
            

Legacy_henesua

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« Reply #35 on: July 08, 2012, 10:31:12 pm »


               

Zwerkules wrote...
I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.


! Really?!?!?

I need to get back into your caves and check that out.
               
               

               
            

Legacy_Azador

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« Reply #36 on: July 09, 2012, 04:06:31 pm »


               Oh my god, this is beautiful. I cannot wait till this is finished.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #37 on: July 09, 2012, 04:31:25 pm »


               @Azador:
My plan is to do a first release with only forest terrain + raise/lower. Forest is complete for V1 and now I start on the height levels.
               
               

               
            

Legacy_Shadooow

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A tale of a forest
« Reply #38 on: July 09, 2012, 10:00:38 pm »


               

NWN_baba yaga wrote...

@ShaDoOoW:
I have a tileset default anim that is only used for alpha transparency setting of the undergrowth  "alpha = 0" (so not visible).
Then I add animloop1 +2 with alphasettings for the different undergrowth of 1.0. Thats all I did.

Technically I added for the mesh a first and last key on the animation with only "animated" alpha settings. Its similar like the day/night window transition.

Thanks, but this goes over my head so far. Tried to look into some default tiles using this but havent found the logic. Maybe notepad isnt suitable for this. Anyway im looking forward to your forest, maybe it will help me to understand this feature.

Zwerkules wrote...

Shadooow, you have to keep in mind though that this only works for parts of the tile you can walk through anyway, like ferns, flowers and bushes. If you use this method to let something like a tree disappear, something that blocks movement and/or line of sight, it will become invisible, but still block movement and so on.

That's probably why people haven't used this to remove mushrooms in caves. I only ever used it for crystals near the wall that were on parts of the tile that weren't walkable anyway.

 yeah, figured, still there are tiles like field with plant placeables on them, that would be good choice to implement this, and for other tiles like the houses in city, it would be possible to remove the wok under these objects. Builder would have to keep in mind he have to add invisible placeables to correct walkmesh if he want to use default objects. Or at least it would helped him to re-arrange those objects using placeables manually and then turn animloop off. That would be only matter for house groups, the terrain houses dont need this much as builder can simply add a tile variation without the placeables around.
               
               

               


                     Modifié par ShaDoOoW, 09 juillet 2012 - 09:05 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #39 on: July 09, 2012, 10:35:44 pm »


               I´ll add a sourcefile for you then ShaDoOoW like I did with my waterfalls;)
               
               

               
            

Legacy_ShadowM

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« Reply #40 on: July 09, 2012, 10:58:48 pm »


               Absolutely beautiful NWN_baba yaga '<img'> I love what you did with the floor. Great textures and setup. Maybe a good base for a jungle tileset too? '<img'>
               
               

               
            

Legacy_Pstemarie

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« Reply #41 on: July 10, 2012, 12:38:06 am »


               I really like where this tileset is going. I can't wait til its released so I can play around with it...
               
               

               
            

Legacy_WebShaman

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« Reply #42 on: July 10, 2012, 06:19:05 pm »


               I will add my oohs and ahhs to the chorus!

I love the textures.

Waiting for the release!
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #43 on: July 10, 2012, 10:31:08 pm »


               It's just unbelievable, what you people squeeze out of this elderly (but nonetheless cool) engine! And this animloop-trick.. I wonder, if the original programmers had that in mind... Beautifull!
               
               

               
            

Legacy_3RavensMore

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A tale of a forest
« Reply #44 on: July 11, 2012, 02:05:12 am »


               Wondering if season changing, or at least light snow cover could be accomplished this way.