Author Topic: Terria  (Read 1052 times)

Legacy_Drethnor

  • Jr. Member
  • **
  • Posts: 50
  • Karma: +0/-0
Terria
« Reply #15 on: September 19, 2012, 11:31:50 pm »


               This is awesome, '<img'>
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Terria
« Reply #16 on: September 20, 2012, 03:13:46 pm »


               Here be trails '<img'>

imageshack.us/a/img69/8592/teaser3h.jpg

You can spot both the base flat crosser variations and the trail going up over the 0011 tiles, as well as the 0022 ones (there 2 tiles are needed to get a smooth S running upwards, since the raise value is 3, wich means 6 for the 2nd raise) thats thanks to Six for explaining me a nice method to build up those alphaed trails

I think the power of the multiple raise sys is showing here: once you complete the base terrain, setting up crossers its an easy thing (just the fun of modelling) without having to sort out all the variations you need to get it work if you use a multiple terrain system to implement double or triple raise. here, with less than 100 tiles, I have a quadruple raise working (in truth, I am not 100% sure I made all variations, since some time I experience the red selector telling me i cant raise or i cant lower over the selected tile, meh!! it may be engine limit cuz im pretty sure i did all variations, but the red selector doesnt show so often, and its enough to go on adiacent tiles, to bypass it and get what you want!)

For who asked eta: no eta, Its just at an early stage and I want to add a lot of stuff to it before release 1st version).

For Bannor: thanks for the compliments, much appreciated especially when comes from an expert modeller like you. I have a feeling about primary and secondary set rules may come handy in this particular set, to give input on how to behave when the 4th raise tile is placed. gotta try something
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Terria
« Reply #17 on: September 20, 2012, 06:00:59 pm »


               Crazy-good tileset work Sen! 
               
               

               
            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
Terria
« Reply #18 on: September 20, 2012, 09:54:10 pm »


               The scenery with those winding paths look terrific!
               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Terria
« Reply #19 on: September 21, 2012, 09:38:25 pm »


               Wow,  so much for not using extra tilesets...  Good stuff!
               
               

               
            

Legacy_kamal_

  • Sr. Member
  • ****
  • Posts: 347
  • Karma: +0/-0
Terria
« Reply #20 on: September 21, 2012, 10:22:02 pm »


               Impressive.
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Terria
« Reply #21 on: September 21, 2012, 11:46:00 pm »


               

s e n wrote...

Here be trails '<img'>

imageshack.us/a/img69/8592/teaser3h.jpg
<snip>


/me beats Sen with a jealous stick. 'Posted

As to skills and skill levels, you have exceeded what I can do, just like Six has exceeded what I can accomplish.  My skill set is aimed more at fixing other folks mistakes/omissions.  I will make two (usually more) terrains work together by creating the missing tiles, same with crossers etc... Occasionally build a new/interesting group, but I have never completely built a tileset from scratch.  My work has always been in combining and fixing the work of others, then enhancing a bit where my skill is good enough to accomplish it.

However, having said all of that, and cross posting regarding pathnodes as being discussed in other threads, your "trails" tiles are likely ones that prove the statement that not every pathnode is available that we can want, or that you may not be able to find a pathnode that actually works correctly... thus causing NPC's and occasionally the PC toon to get stuck.  You are messing with z levels, and crossing with angles that the existing pathnodes just don't support properly.  Although some of the newest ones created for chandigar's original aztec set, might actually come pretty close...except that Bioware still stuck with that square base for a tile, meaning everything is pretty much designed for right angle intersections.

Still VERY good work and likely will allow some builders to create some very interesting areas.
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Terria
« Reply #22 on: September 22, 2012, 12:40:00 am »


               In truth some tiel gives me some pathfinding trouble ayup! especially those new cliffed serpentines
i used a c pathnode without succeed... I start to think that better approximation is choosing a pathnode that eventually gives less, so the npc keeps looking for a way, maybe he will choose the longest one but he doesnt get stucked like a statuine heh have to try it.  so to say, for a complex tile never choose A, thats the one that will cause this issue for true, while if you have a simple plain tile with a rock on a side, you can decide going for a T(?) instead of an X(A) (the letter, not the pathnode) and be fine. good thing about exteriors is you dont have to care about the visual nodes, at least!
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Terria
« Reply #23 on: September 22, 2012, 06:10:46 pm »


               <fumbling for a towel...>

An awesome tasty new tileset *and* more great reference from BB?!

Twofer!

<...to wipe up drool>
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Terria
« Reply #24 on: October 01, 2012, 01:18:20 am »


               imageshack.us/a/img194/856/teaser4l.jpg
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Terria
« Reply #25 on: October 01, 2012, 07:37:39 am »


               man this is beatifull. Stop teasing us and let us play with it:)
               
               

               
            

Legacy_Jez_fr

  • Sr. Member
  • ****
  • Posts: 460
  • Karma: +0/-0
Terria
« Reply #26 on: October 01, 2012, 03:58:27 pm »


               *me wants*
that's beautiful =)
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Terria
« Reply #27 on: October 01, 2012, 05:49:23 pm »


               To quote myself and to be a pain in the neck sen:D
"man this is beatifull. Stop teasing us and let us play with it:) "
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Terria
« Reply #28 on: October 01, 2012, 06:32:55 pm »


               Its too early yet to release something, but I may need a few testers. I just cant assure release version will not break areas made with this one '<img'> if some wants to help me test, is welcome and can pm me. I really have to go back and remake a LOT of tiles, not saying Im still missing a lot of textures for other seasons than summer/spring, and still missing trees, bushes, a bit of rocks in the grass terrain... and even if the trail system its almost done, and the stream one its at good point, need moar crossers, and a few more terrains and groups (lake, buildings, etc)
               
               

               
            

Legacy_KlatchainCoffee

  • Sr. Member
  • ****
  • Posts: 372
  • Karma: +0/-0
Terria
« Reply #29 on: October 02, 2012, 09:28:23 am »


               That looks amazing!  Random question - are the streams going to be walkable?

Looking forward to when this comes out.'<img'>
               
               

               


                     Modifié par KlatchainCoffee, 02 octobre 2012 - 08:29 .