Author Topic: Forest tileset and other tileset overrides  (Read 898 times)

Legacy_T0r0

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Forest tileset and other tileset overrides
« Reply #30 on: July 23, 2013, 12:36:47 am »


               Dang bro, you're a machine the way you keep turning these out. I honestly don't know how you do it.
Keep it up, looks great !
               
               

               
            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #31 on: July 23, 2013, 01:37:05 am »


               Yes! Sweetness and Light!
               
               

               
            

Legacy_Fester Pot

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Forest tileset and other tileset overrides
« Reply #32 on: July 23, 2013, 04:00:35 am »


               Did I miss the autumn version?

FP!
               
               

               
            

Legacy_Gruftlord

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Forest tileset and other tileset overrides
« Reply #33 on: July 23, 2013, 01:44:27 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.
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



wow, saw this just now.
i wonder: can this be done with the grass as well? or actually any vanilla transparency texture? i remember these all had the problem with the transparent halo.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #34 on: July 23, 2013, 03:20:00 pm »


               

T0r0 wrote...

Dang bro, you're a machine the way you keep turning these out. I honestly don't know how you do it.
Keep it up, looks great !


It is not in the screenshot, but this is your work as well. It has your palisades and the boardwalks.

Edit: I'm still using Helvene's trees, so whoever had problems with the rural override being too
slow will have problems with this one as well.

I finished testing the tileset and still have problems with two tiles (n04_01 and e17_01).  After I remapped the ground texture which was from the city tileset and didn't match the ground texture of the rural/snow tileset, there's still a problem with these two tiles. The ground texture matches that of adjacent tiles, but the ground appears darker.
I checked if shadows were turned on, if all vertices were welded, if all faces had the same smoothing group, if there were ambient lights and I couldn't find anything that was different from other tiles. Still the ground of those two tiles appears darker and they are both parts of tile groups of which all other tiles work.
               
               

               


                     Modifié par Zwerkules, 23 juillet 2013 - 08:47 .
                     
                  


            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #35 on: July 29, 2013, 03:59:36 pm »


               I found no way to get rid of the problem with the darker ground in two tiles. If I turn off area lighting in the toolset, the problem is gone. It also disappears if the PC is carrying a torch and stands on those tiles. That looked as if it was a problem with the tile lights, but they are both there at the proper heights *shrug*.

I uploaded the override now and it can be found here.
               
               

               
            

Legacy_Pstemarie

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Forest tileset and other tileset overrides
« Reply #36 on: July 29, 2013, 06:05:59 pm »


               

Zwerkules wrote...

I found no way to get rid of the problem with the darker ground in two tiles. If I turn off area lighting in the toolset, the problem is gone. It also disappears if the PC is carrying a torch and stands on those tiles. That looked as if it was a problem with the tile lights, but they are both there at the proper heights *shrug*.

I uploaded the override now and it can be found here.


Run them thru CM3 - I've had this issue before and CM3 was able to fix it. 
               
               

               
            

Legacy_NWN_baba yaga

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Forest tileset and other tileset overrides
« Reply #37 on: July 29, 2013, 06:08:17 pm »


               What i know is that when you link a mesh to the a_dummy lighting becomes different than other meshes. This happens to me alot linking not only the waterplane to the a_node but the floor beneath too. So that could be a reason!

The ligthing property ambient instead of diffuse can also cause strange behaviour at times.
               
               

               


                     Modifié par NWN_baba yaga, 29 juillet 2013 - 05:10 .
                     
                  


            

Legacy_OldMansBeard

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Forest tileset and other tileset overrides
« Reply #38 on: July 29, 2013, 07:18:03 pm »


               Suggestion: take a look at the ambient / diffuse values on your ground meshes.

In tts01_n04_01, the ground plane object07 has ambient/diffuse 0.972549 whereas in tts01_n03_01 the corresponding plane groups02130 has 1.0 like the original BW models.

It's only a small difference, but enough to make the ground look darker in one tile than its neighbour.
               
               

               
            

Legacy_Zwerkules

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Forest tileset and other tileset overrides
« Reply #39 on: July 29, 2013, 09:05:08 pm »


               Thank you, OMB!
I should have looked at the files in a text editor instead of just glancing at the ambient colours in gmax. The 0.97 is so close to 1.0 that the difference was not visible, but in plain text it would have been so obvious.

Baba Yaga, you're right about different lighting if a mesh is linked to the animation node. I've noticed that a number of times, too.
               
               

               
            

Legacy_NWN_baba yaga

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Forest tileset and other tileset overrides
« Reply #40 on: July 30, 2013, 01:37:51 pm »


               I forgot to mention that i realy like the look of the winter set zwerk. But now i noticed that we or you could add a little bit of grass or bushes around the place where the trees are. ´m not a geologist (ehm..you know what i mean) but on most images with trees that i saw there is always some smaller vegetation around them. That make´s the transition a little less hard too.

A smaller type of the PQ or _six wildwood bushes with some grasslines or the funny branches of the bio forest as an example. Whatever;)
               
               

               


                     Modifié par NWN_baba yaga, 30 juillet 2013 - 12:41 .
                     
                  


            

Legacy_henesua

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Forest tileset and other tileset overrides
« Reply #41 on: October 08, 2013, 09:00:36 pm »


               I noticed some issues with ships in the city and tropical tilesets when using the rural override. I changed the texture references to make the ships render more consistently. You can download the fixed models on my project page.

The reason why the weathered ship displays oddly once Zwerkules rural facelift is installed is because the weathered wood txture used on the hull and deck becomes a moss tinged bark in Zwerkules facelift. I like Zwerkules new texture, so rather than override his change I corrected this by changing the model's texture to the weathered wood textures from the sea cave tileset.

I did notice one thing missing that I did not change: the very nice window texture that zwerkules is using on the ship in the rural winter tileset is not used elsewhere. Neither Rural nor City has this window. In its place horizontal boards are displayed. If anyone improves this I hope they let me know so that I can incorporate those changes.
               
               

               


                     Modifié par henesua, 10 octobre 2013 - 07:07 .