Author Topic: Wildlands Tileset Expansion  (Read 856 times)

Legacy_henesua

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Wildlands Tileset Expansion
« on: July 31, 2013, 04:46:42 am »


               Wildland's Expansion

'Posted

Using Six's Wildlands tileset, I am currently working on creating a proper wooden port. The first buildings are the boathouses taken from NWN2 Houses by Zwerkules. I removed everything but the buildings, including things like boats and crates etc... Then I remade the WOK mesh so that the entire boathouse is accessible.  Boats and crates can be placeables.

I've got lots of work ahead of me. This is my first time really using blender as well as bothering with NWN's absurbly painful art asset pipeline. But I really want these tiles for a project I am helping some people launch.
               
               

               
            

Legacy_Nevercallmebyname

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Wildlands Tileset Expansion
« Reply #1 on: July 31, 2013, 08:10:29 am »


               I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..
               
               

               
            

Legacy_DM_Vecna

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Wildlands Tileset Expansion
« Reply #2 on: July 31, 2013, 08:21:34 am »


               Absolute awesomesauce. It will be so nice to have a couple more tiles for this set. Good luck!
               
               

               
            

Legacy_NWN_baba yaga

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Wildlands Tileset Expansion
« Reply #3 on: July 31, 2013, 08:25:25 am »


               there is no more interacting than having a WOK, a door or the tileset animloops.

And can i say that you sound a little bit of @never.... No one tells you to download his project.

I think the buldings fit very well into the environment. And by the hint of the WOK these are features or groups @henesua?
               
               

               
            

Legacy_henesua

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Wildlands Tileset Expansion
« Reply #4 on: July 31, 2013, 12:41:59 pm »


               Thanks, DM Vecna. I'll package the files for my project page when they are ready.

I understand the issues people have with NWN2 objects. I have them myself. These two particular groups however look like they were designed for Wildlands.

Don't worry, Baba. I am not worried about whether anyone else wants the tiles I am making. I am doing this for a PW project, and we definitely want/need these tiles ourselves.

These tiles are being implemented as groups that a player can explore. One building is a 2x2 group with 2 doors so the PC can only walk around the outside of the boathouse on this one. The other is a 2x3 with no doors but has gaps in the walls so that a PC can walk around on the inside and outside. On this one I need to tilefade the roof.

So far the buildings do fit well in the environment. I will need to shift the color on the texture for it to match, but have not got around to that yet. Furthermore I need to add some connections between these new tiles and Six's pier crosser. At the same time I should get rid of the ladders which connect the deck around these boathouses to the water. I don't want fish climbing those ladders! I'll have to script a clean way for PCs to move between the wood decking and the walkable water. Six already wisely blocks PCs from crossing between the dry areas (docks/beach) and the  walkable water so I'll keep with that.
               
               

               
            

Legacy_T0r0

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« Reply #5 on: July 31, 2013, 12:45:22 pm »


               Looks good, IIRC there were a few groups from that nwn2 project that would benefit from improved walkmeshes. Alot of work for sure but worth it.

*thumbs up sir H*
               
               

               
            

Legacy_Malagant

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« Reply #6 on: July 31, 2013, 01:02:11 pm »


               

Nevercallmebyname wrote...

I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..

What an odd comment to make. I though all buildings in even the stock NWN1 rural / forest sets look like integrated placables. I can discern no real difference between a NWN1 building being made part of a tile and a NWN2 building being made part of a tile. The principle behind the two are exactly the same.

I want to think you actually mean you would prefer any added NWN2 buildings to blend in with the sets already present visual palette rather than stock textures and all, looking out of place in sharp contrast to the surroundings (like a city home smack dab in the middle of the wildwoods).

I have enough faith in Hen's artistic sensibilities that he won't be integrating things that don't fit within the tileset's visual theme or will at the very least bring in the geometry with some texture adjustments that bring it more in line. (EDIT: Which he apparently mentioned while I took too long typing on a black keyboard in the dark...)
               
               

               


                     Modifié par Malagant, 31 juillet 2013 - 12:05 .
                     
                  


            

Legacy_Pstemarie

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« Reply #7 on: July 31, 2013, 01:57:15 pm »


               

Nevercallmebyname wrote...

I'm not big on NWN2 object to NWN1 tilegroup conversions because it still just looks like a placeable object. If you could make the building interact with its soroundings more then I might download it..


':blink:'
               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: July 31, 2013, 02:25:51 pm »


               @ Henesua - for pathfinding's sake, keep the walkmesh as simple as you can. ':police:'
               
               

               


                     Modifié par Pstemarie, 31 juillet 2013 - 01:26 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #9 on: July 31, 2013, 02:29:37 pm »


               In the gallery of the project on image 6 you can see that the textures of the buildings fit into wildlands perfectly.
               
               

               
            

Legacy_DM_Vecna

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« Reply #10 on: July 31, 2013, 09:44:26 pm »


               One request henesua: If there is any chance it would be nice to have the post as well as a post attached to the rope as 2 separate placeables. There are items that have been on my request list for a while. Sort of like a rope fence that can be used quite often.Perhaps you would consider adding these to the final project.
               
               

               
            

Legacy_henesua

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« Reply #11 on: July 31, 2013, 09:49:52 pm »


               DM_Vecna.. those placeables don't exist?

As soon as I figure out how to make placeables, I'll get right on that. '<img'>  While I am not new to modelling, NWN's asset pipeline is a PITA to me, and until now I've faked my way around it by modifying existing assets. This is the first time I have brought new meshes in and added aurora properties. '<img'>
               
               

               
            

Legacy__six

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« Reply #12 on: July 31, 2013, 10:41:42 pm »


               

henesua wrote...

NWN's asset pipeline is a PITA to me


Adding a modifier and pressing export from that instead is a PITA?

*spoken without having used blender so maybe neverblender is more complicated*


I like what you're doing with the place anyway. Though those buildings look really large for the tileset.
               
               

               


                     Modifié par _six, 31 juillet 2013 - 09:54 .
                     
                  


            

Legacy_Nevercallmebyname

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« Reply #13 on: August 02, 2013, 01:06:45 am »


               ok no one understands what I mean and I'm not sure I could explain it better. The conversions just always look stuck on in my opinion rather than being a part of the tileset. You are right though I'll just walk around this one when I make my round of downloads.
               
               

               
            

Legacy_NWN_baba yaga

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Wildlands Tileset Expansion
« Reply #14 on: August 02, 2013, 02:03:03 pm »


               I know now what you mean and I totaly agree that to many different designs are hard to look at. They destroy the ambience rather than improving because wherever you turn your camera to you have a  completely different impression.