Author Topic: Forest tileset and other tileset overrides  (Read 900 times)

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« on: December 09, 2012, 02:18:53 pm »


               I've finished making the override for the forest tileset, but maybe the engine can't handle rendering so many transparent textures (the foliage).
When seen from above the frame rate is okay, the further down you move the camera, the more it drops.
I tested it with a higher than usual fog distance though. It may be okay with lower fog distance.
If not, I have wasted a couple of days working on a tileset override which is too slow to be used. '<img'>

It may be okay for other people though. A couple of Lord of Worm's tilesets are too slow for me, too.
There are however a lot of people who can use those without any problems.

'Image

Baba Yaga kindly allowed me to use his forest textures, so I used the blue flowers, the ground texture and blended his rock texture with the cliff texture.
               
               

               


                     Modifié par Zwerkules, 29 juillet 2013 - 03:02 .
                     
                  


            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #1 on: December 09, 2012, 03:13:07 pm »


                that looks good, Zwerkules. I'd like to take it for a spin.
I am using the version you have available on the vault with Helvene's forest expansion and it works, but those screenshots look even better.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #2 on: December 09, 2012, 08:05:51 pm »


               I playing the original campaign with those tileset overrides now. But there's neither forest nor caves in chapter one, so I haven't tested those two tilesets yet.

The city tileset runs pretty slow for me too, without any overrides, so I guess this forest override will still work for most people.
NWN ran a lot better on my older computer. It is not the poly count which makes tileset slow for me though.
My interior override has far more polygons than the original and it doesn't run the least bit slower.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #3 on: December 09, 2012, 10:15:40 pm »


               I now tested this forest override with a module. The frame rate didn't drop below 20 even with fights with about ten creatures going on.
20 frames isn't very much, but the city tileset doesn't run faster for me either, so this tileset should work fine for most people.
I uploaded it to the vault now.
               
               

               
            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #4 on: December 09, 2012, 10:28:12 pm »


               great news! I downloaded it.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #5 on: December 09, 2012, 10:28:42 pm »


               

henesua wrote...

 that looks good, Zwerkules. I'd like to take it for a spin.
I am using the version you have available on the vault with Helvene's forest expansion and it works, but those screenshots look even better.


The colour of the grass didn't work with the new update I made, it was too red. I had to edit the set file to change the colour.
If you want to use this new update with forest expansions, the expansion needs the higher priority to work and it will change the colour of the grass back to the reddish colour.
If you got your own top hak, include the set file from the expansion and change the colour of the grass in it.

If you try this override, tell me how it works for you.
               
               

               


                     Modifié par Zwerkules, 09 décembre 2012 - 10:43 .
                     
                  


            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #6 on: December 10, 2012, 01:11:31 am »


                Thanks for the heads up, Zwerkules. I merged the set files. Am I correct in assuming that the only change you made was to the Grass section? After the merge, I gave the tileset a run through, and took some screenshots for you. I appologize for the uninspired build. I haven't built a forest with this yet, so I just thorugh together an area with some of Helvene's groups, and tiles alongside your work.

With your latest improvements, the foliage on the trees that Helvene added look dated. I don't think the typical player will notice, but it jumped out at me. I'll see about editing the Helvene's tiles to use your bitmaps for the foliage and see what happens. That might do the trick, but more work is probably needed.

Anyway, it all looks great. Thanks again for you beautiful work.

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Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #7 on: December 10, 2012, 01:39:30 am »


               Performance was good until I increased the fog distance to 80.
'Image

I can live with that. Not a problem for me.
               
               

               
            

Legacy_Master Jax

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Forest tileset and other tileset overrides
« Reply #8 on: December 10, 2012, 06:16:44 am »


               I am actually using a heavily modified version of your first bio forest, Zwerk, and it pretty much made it for me. I basically merged it with some NWNCQ elements, tile by tile, swapped some textures like the ones included in Baba's new update of the coniferous forest, and re-textured the cabins with your images for Medieval City. I have to tell you, your works have the best textures! I am more than happy to see you're taking another shot at the old forest! I will check it ASAP! Congratulations on doing such terrific job!
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #9 on: March 12, 2013, 07:14:14 pm »


               I've uploaded the updated version of the forest tileset override over at the vault as part of an NWN facelift project which uses the patch directory and nwnpatch.ini rather than the override directory.
There's also a hak with a modified version of Toro's rural override combined with Helvene's.
Almost all the screenshots there show scenes from the original campaign, so you can see what the game will look like if you use these overrides.
               
               

               
            

Legacy_Rolo Kipp

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Forest tileset and other tileset overrides
« Reply #10 on: March 12, 2013, 07:18:54 pm »


               <jumping...>

The NwN Facelift Project? Oh, yes! Need a website? ;-)
Seriously, this fits in *very* well with the Foundation and other cool update initiatives :-)

And Fester Pot should enjoy the ride too, after all, how many people get their siggy in an initiative?

NwN FP! =)

<...for joy>
               
               

               
            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #11 on: March 12, 2013, 08:29:17 pm »


               Zwerk~ on vault page you instruct to put a copy of hak in patch folder. An alterante method is to redirect the nwn.ini patch line to point to your hak folder. This way you don't have to maintain 2 copies.
On phone now but I will check this out tonight
I also made a seamless texture for those that use this forest tileset override with cep rural.
I'm also expanding the rural . You inspired me to do it bro.
Glad you didn't give up on this.
               
               

               


                     Modifié par T0r0, 13 mars 2013 - 01:21 .
                     
                  


            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #12 on: March 12, 2013, 08:40:08 pm »


               It would be very cool if these facelifts became part of the Community Patch that ShaDoOoW is managing. I mean in addition to what you are doing as another way to get these overrides in use.

I don't know if he'd even be interested in such a thing, but worth a discussion I think.

I really like the work that you guys are doing on these overrides.
               
               

               
            

Legacy_Shadooow

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Forest tileset and other tileset overrides
« Reply #13 on: March 12, 2013, 09:01:03 pm »


               

henesua wrote...

It would be very cool if these facelifts became part of the Community Patch that ShaDoOoW is managing. I mean in addition to what you are doing as another way to get these overrides in use.

I don't know if he'd even be interested in such a thing, but worth a discussion I think.

I really like the work that you guys are doing on these overrides.

I have nothing against, I started gathering together some graphical improvements already as a part of v 1.71 and I had in plan for 1.72 to bring anim-loop based hiding features (like to hide stuff at tables in city-interion/inn tiles) - which would be then nice to work together with this facelift then. As long its high quality, not suffering issues NWNCQ has and as long as Project Q doesn't mind (isnt this initiative a bit in conflict with their project?) im am all for it.
               
               

               


                     Modifié par ShaDoOoW, 12 mars 2013 - 09:01 .
                     
                  


            

Legacy_cervantes35

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Forest tileset and other tileset overrides
« Reply #14 on: March 13, 2013, 03:24:07 am »


               Pstemarie and myself tried the patch ini delivery system with the NWN Ehanced haks and tileset overrides it did really go over well as no one seemed interested enough to join us in the endevour and we ended up killing NWN Enhanced project and joining Project Q. I hope things go better for you than it did for us.

Alot of new content got left on the table when version 2 never released.
               
               

               


                     Modifié par cervantes35, 13 mars 2013 - 03:27 .