Author Topic: Forest tileset and other tileset overrides  (Read 899 times)

Legacy_Master Jax

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Forest tileset and other tileset overrides
« Reply #15 on: March 13, 2013, 05:40:05 am »


               Indeed! I remember you showing us some pics of rangers, I believe... Now that you're with Q, is there a chance we see those in the updates?
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #16 on: March 13, 2013, 12:53:02 pm »


               

T0r0 wrote...

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.


Making an alias for the patch directory that points to the hak directory works. I knew that, just didn't include that information in the docs.

I also knew you were working on transition tiles from rural to forest which were not included in your override on the vault yet, so I didn't add any tiles to the tileset. If you want a few extra tiles, that are in my hak, but still unused, you could add the two extra houses, s07_02 and s07_03 and the 2x2 turf house which was never included in the tileset. The tiles for that one are l05, l06, m05 and m06.
               
               

               
            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #17 on: March 14, 2013, 12:59:29 am »


               It's just one texture for those that use your forest override and say CEP rural which has forest tiles. It blends the ttf ground in your hak to any other ground, not specifically mine (hence why I didn't include it in my hak).

Zwerk~ Just had a chance to check out your modified version of the rural. It's awesome ! As a matter of fact, let me propose something to you.
I'll leave my override version up because I've taken that as far as it will go in the override folder (anyone who like the alternate textures can still find there). I see no reason to maintain 2 like versions so I'll delete my hak version and that frees me up to continue making tiles leaving the art direction to you. All I care about is having something out there that is as complete and as compatible as can be. Whether it's mine/his/hers, I don't care.
The more I think about it, the more sense it makes. This provides an almost seamless transition to your midevial rural and it's pretty close to tno also.
So whatcha say ?

Cervantes~ In my case I also described in my vault entry about the patch/hak method with a link back to PStmarie's explanation of it at harvestmoon forums. Whether they use it or not, no biggie. I posted the info just to let those who don't know how to take advantage of content in hak form for the override. I appreciate all the work you two put into it.
               
               

               


                     Modifié par T0r0, 14 mars 2013 - 02:05 .
                     
                  


            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #18 on: March 14, 2013, 06:59:02 pm »


               

T0r0 wrote...

I'll leave my override version up because I've taken that as far as it will go in the override folder (anyone who like the alternate textures can still find there). I see no reason to maintain 2 like versions so I'll delete my hak version and that frees me up to continue making tiles leaving the art direction to you. All I care about is having something out there that is as complete and as compatible as can be. Whether it's mine/his/hers, I don't care.


When I added the rural override, you just had the version that was for the override folder, not your hak version, so I started putting the files in a hak and when converting some of the files that were TGA to DDS noticed that there were a number of textures you hadn't replaced yet, like the riverbeds, the ship textures and a few more.

The reason I made changes to your override version is that you still used the Bioware trees and I don't like them one bit. That's why I added Helvene's override to yours. But as you said in another thread those tiles can make the game slow. They do that for me, too. Not so slow that it would make the game unplayable, but noticeable. So if there'd been an alternative I'd have added that, but there wasn't one for me - I just had to get rid of the Bioware trees (did I mention I don't like them?':whistle:').
You said you wanted to replace the trees by better ones. If you find trees that look better than the Bioware ones and work better than Helvene's that would be great.

I replaced your grass texture because it didn't fit other tilesets well, not because I didn't like it. It wouldn't have mattered if I'd have wanted just the rural hak for a tileset override, but I wanted other tilesets like the forest one to be changed, too. The other texture I changed is the texture you used for the cliffs. I changed that so it would fit together with the texture for river beds and the water tiles. Which would have worked if the water and river tiles didn't have that strange pinkish diffuse colour. I just didn't feel like removing the ambient and diffuse colours of all the river and water tiles, so the textures don't match 100%.

Otherwise I left your work intact except for another little change. You used textures from the TNO and TCN tilesets for some of your tiles. I made copies of those textures with the ttr01 prefx and changed the references in the tiles, so they won't get changed if there's something like NWNCQ in the override folder.

BTW did anybody ever manage to replace the water texture for the rural tileset? I tried TGA and DDS in the override and in the hak and nothing worked. The default water texture remained unchanged. What I haven't tried yet is adding both TGA and DDS to the hak, but I don't see why that would work.
               
               

               


                     Modifié par Zwerkules, 15 mars 2013 - 12:09 .
                     
                  


            

Legacy_cervantes35

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Forest tileset and other tileset overrides
« Reply #19 on: March 14, 2013, 10:43:56 pm »


               If that didn't work may I suggest the work around. Reaname your water texture and txi to say ttr01_water1, then load your set file in set editor and do a mass texture replace ttr01_water to ttr01_water1 that will ensure you get your new texture to work,but remember all tiles and the set files must be in the same folder for set editor to process all the cahnges. Good luck Zwerk
               
               

               


                     Modifié par cervantes35, 14 mars 2013 - 10:45 .
                     
                  


            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #20 on: March 15, 2013, 12:41:15 am »


               Zwerk, you didn't really answer my question. I like your version. If we can agree on a few things I see no reason why we can't make this together. But it's cool either way. If not, I'll continue to plug away on mine.
A quick fix you should include in yours:
a txi file named ttr01_treefol04 with the following text :
blending punchthrough

Made a world of difference. Maybe not so noticable in this screenie but in game it's noticable when you look at the tree leaves. The middle tree is a Helvene tree.

'Image

Thanks to six for showing me this
               
               

               
            

Legacy_Master Jax

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Forest tileset and other tileset overrides
« Reply #21 on: March 15, 2013, 06:12:02 am »


               Whoah whoah whoah! What is that again? Could we get a little description here, good Toro? Which is the before and which is after, also?
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #22 on: March 15, 2013, 12:07:22 pm »


               

T0r0 wrote...

Zwerk, you didn't really answer my question. I like your version. If we can agree on a few things I see no reason why we can't make this together. But it's cool either way. If not, I'll continue to plug away on mine.


Sure, we can work on this together. The only thing I really want that was not in your override version is that the Bioware trees get replaced. They don't have to be Helvene's trees, they could also be Project Q's or Lord Sullivan's trees. What I wouldn't like though would be replacing the Bioware trees with DLA trees. I like that Project Q replaced the DLA trees in the TNO tileset, because those were only slightly better than the Bioware ones.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #23 on: March 15, 2013, 01:20:54 pm »


               

cervantes35 wrote...

If that didn't work may I suggest the work around. Reaname your water texture and txi to say ttr01_water1, then load your set file in set editor and do a mass texture replace ttr01_water to ttr01_water1 that will ensure you get your new texture to work,but remember all tiles and the set files must be in the same folder for set editor to process all the cahnges. Good luck Zwerk


Why I didn't do that is because I don't want to break expansions for the rural tileset. They'd still use the old texture and that would look strange next to the new one.
That's also the reason why I haven't removed the pinkish ambient and diffuse lights from all the tiles that have water on them.
               
               

               
            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #24 on: March 15, 2013, 01:58:44 pm »


               Jax~ Look at the 2 pictures. Notice on the left hand one (before) the middle tree leaves and the 2 way in the background to the right. There's a white halo (it's actually a bit of transparency) surrounding all the leaves. It's more noticeable in game than the screenies.
On the right hand pic (after), I applied the txi, Notice the same trees leaves. They appear much more solid because no halo effect (transparency) .
See the difference?
               
               

               
            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #25 on: March 15, 2013, 02:02:37 pm »


               Zwerk, glad to hear it bro. In hindsight maybe I should've asked in private. I didn't mean to put you on the spot.
Going to work now but I'll get back to you tonight on my thoughts.
               
               

               
            

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #26 on: March 16, 2013, 04:47:22 am »


               Zwerk, can you start a project page here on your project facelift so as not to clutter this thread with an overabundance of back/forth between us. Also I don't want to derail this thread about the forest override.
               
               

               
            

Legacy_Master Jax

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Forest tileset and other tileset overrides
« Reply #27 on: March 16, 2013, 06:33:17 am »


               That's actually something we had been trying to deal with for some time now, Toro! Back when Helvene released his override trees it was the talk of the site! Thanks a lot! I am going to check it out right away!

As for the tree thing Zwerk mentioned, I understand and agree completely! Helvene's trees are awesome, but some people may prefer using others, like those made by LOW or variations included in NWNCQ. As for me, I actually use a mixture of Helvene's, Zwerk's, LOW's Willow tree, and the ample variety made by Six for Project Q.
               
               

               
            

Legacy_NWN_baba yaga

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Forest tileset and other tileset overrides
« Reply #28 on: March 16, 2013, 01:38:33 pm »


               I also like Helvenes ttr01 override. The tree terrain is so much better it looks like an edge of a forest at least... well bio ones was always... yeah you know imagine there is a big forest behind this 5m high treewall '<img'>
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #29 on: July 22, 2013, 10:08:57 pm »


               I've got another retextured tileset:
'Image

Once I've tested it, I'll upload it.
               
               

               


                     Modifié par Zwerkules, 22 juillet 2013 - 09:09 .