Author Topic: Request: Tileset model and/or texture overrides.  (Read 826 times)

Legacy_NWN_baba yaga

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Request: Tileset model and/or texture overrides.
« Reply #30 on: November 23, 2012, 12:27:14 pm »


               About the textures zwerk your quite right. I think it´s the colors and we are used to 2 specific tno woods since 2007. Especially the dark wood from tno is overly used... but i like the texture myself:)
               
               

               
            

Legacy_Zwerkules

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Request: Tileset model and/or texture overrides.
« Reply #31 on: November 23, 2012, 12:29:37 pm »


               

Master Jax wrote...

That's pretty much what I was thinking about, but I am worried the engine won't be able to cope. Just read some comments by Zwerkules on too many polygons and how the game can't take that much, and such not even accounting for shadows. This is why I am wondering if doing this would cause crashes or severe lag.


It depends on what you add if it causes lag or not. If it adds a lot of extra polygons it can still run smoothly if it has simplified shadows. What really kills the engine are complex shadows and/or lots of transparent textures.
This is seldom a problem in interior tilesets because there hardly are any complex shadows there and there's not so much need of transparent textures, but it can be a problem with lots of trees. If the whole trunk and lots of branches cast shadows, that adds a lot of work for the engine and the transparent foliage of the trees adds even more.
               
               

               
            

Legacy_Master Jax

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Request: Tileset model and/or texture overrides.
« Reply #32 on: November 23, 2012, 07:39:18 pm »


               Thanks for the input guys! I was precisely wondering about that! I've been wanting to change so many low-quality placeables from the tilesets for ages, but I waited till I got the texturing and "roofing" done. Thanks to both Hardpoints and now Zwerkules, I am done with that so maybe it's time to start adding better looking models. As for the NWN2 models looking out of place... I don't know, Zwerk... I think the ones I already use as overrides do look more detailed and seem to meld well with the rest of the setting. This is why I wanted a good reskin of the interior tilset, Since I use a reddish/beige composition, lots of NWN2 placeables look right at home here, especially now that you have provided such detailed  images! I would love to show you guys what I mean! This brings me to the next point: How do you link an image to the posts so it can be immediately seen, not as a link, as I did in the opening post? I would love to show you what I have done so far and maybe even include some pics of how it all looks with the override placeables I use. ^__^
               
               

               
            

Legacy_OldTimeRadio

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Request: Tileset model and/or texture overrides.
« Reply #33 on: November 25, 2012, 05:34:28 pm »


               See this
               
               

               
            

Legacy_Master Jax

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Request: Tileset model and/or texture overrides.
« Reply #34 on: November 25, 2012, 09:04:54 pm »


               Thank you OTR! I will just get more done and then post some pics so as to get some feedback! I noticed there's little variety when it comes to color, so I am fixing it here and there by adding different shades of wood and textures.
               
               

               
            

Legacy_T0r0

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Request: Tileset model and/or texture overrides.
« Reply #35 on: December 02, 2012, 09:39:03 pm »


               Jax,
In response to the blurring you describe, one thing I think that slipped everyone's' mind is dds vs tga.
In my case, since I overrode ttr01_grass02 (an existing resource), I had to use a tga. The dds does not work in the override.
However if you convert my ttr01_grass02 into a dds and for example use it in a hak, it will not be blurry.
Anyway thought I mention it in case you were still wondering.

I didn't pick up on this right away because I use all dds via patch-hak method.
               
               

               


                     Modifié par T0r0, 02 décembre 2012 - 11:57 .