Author Topic: RE: TNO Reconstruction - A Development Journal  (Read 1280 times)

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« on: January 09, 2014, 03:11:49 pm »


               I like to start by saying that I am a big fan of he TNO Castle Exterior Rural and the work we've done to it as part of Project Q. However, after looking at many of the new tilesets out there - Wildwoods, Toro's Rural Override, Ravencast Forest, etc. - TNO wasn't cutting it anymore. Even with the Project Q enhancements it still looked...dated.

So I began looking at what I could do with it to make it more versatile and less dated, When Toro announced that he had merged portions of Wildwoods into BioWare TTR Rural, I got my answer. I really like Wildwoods, but I have always felt that the possibilities with it were too restirctive for my specific needs. Thus, I followed Toro's lead and decided to FULLY incorporate it as part of TNO. To be honest, I'm amazed at the possibilities that have opened up just by adding 200 tiles (aka Wildwoods).

With phase one (the merger) complete it was time to assess what changes would be required to make TNO and Wildwoods seem as if they had always been one tileset. The biggest eye sore was the TNO "Grassy Trees" - which are now gone, having been replaced by...

'Posted

Like the original Grassy Trees terrain, these new tiles are nonwalkable under the forest portions; however, they no longer obscure LOS. Thus, the tiles retain their original purpose as blockers and are fully backwards compatible with areas built using older versions of the TNO tileset. Furthermore, the former Wildwoods "Wood" terrain - now incorporated as part of TNO's "Grass" terrain - can be painted adjacent to the tiles, allowing for transitioning from walkable to nonwalkable forest terrain. 
               
               

               


                     Modifié par Pstemarie, 09 janvier 2014 - 03:17 .
                     
                  


            

Legacy_The Amethyst Dragon

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RE: TNO Reconstruction - A Development Journal
« Reply #1 on: January 09, 2014, 03:41:39 pm »


               Very cool, Ptsemarie.
               
               

               
            

Legacy_henesua

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RE: TNO Reconstruction - A Development Journal
« Reply #2 on: January 09, 2014, 05:33:21 pm »


               Wow. That would be very very nice to make use of. '<img'>
               
               

               
            

Legacy_Ssythilac

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RE: TNO Reconstruction - A Development Journal
« Reply #3 on: January 09, 2014, 06:08:20 pm »


               neat! 'Posted
               
               

               
            

Legacy__six

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RE: TNO Reconstruction - A Development Journal
« Reply #4 on: January 09, 2014, 06:11:48 pm »


               I should let you at my castle terrains for this : p If TNO can stomach more castle.
               
               

               


                     Modifié par _six, 09 janvier 2014 - 06:29 .
                     
                  


            

Legacy_Wall3T

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RE: TNO Reconstruction - A Development Journal
« Reply #5 on: January 09, 2014, 07:26:16 pm »


               neat, i really appreciate you taking the time to blog about it. should we expect an update from project Q at an undisclosed date? '<img'>
               
               

               


                     Modifié par oOKyeOo, 09 janvier 2014 - 07:26 .
                     
                  


            

Legacy_T0r0

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RE: TNO Reconstruction - A Development Journal
« Reply #6 on: January 09, 2014, 09:55:39 pm »


               Thanks for the mention but all credit goes to _six !!

An observation: perhaps consider adding more underbrush (diff sizes), I don't think it's visually apparent that it's an impenetrable forest, although the small bushes look strategically placed between the trunks.

FWIW: that was my reasoning for leaving the black shadow on my project, I wanted the player to know that the area in question was no walk on the default tree terrain.
Also a side note on the six forest replacement in my project that I don't think I ever mentioned, all the tree trunks and large objects block line of sight.
               
               

               
            

Legacy_meaglyn

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RE: TNO Reconstruction - A Development Journal
« Reply #7 on: January 09, 2014, 10:25:29 pm »


               That looks really nice! I'd love to have it '<img'>
               
               

               
            

Legacy_KlatchainCoffee

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RE: TNO Reconstruction - A Development Journal
« Reply #8 on: January 09, 2014, 11:33:02 pm »


               Fantastic news - for someone who spent a good amount of time with this tileset.

Additions that I could not personally live without would include:

- making all shallow streams walkable.

- making shallow sea walkable - and

- adding a (non-walkable) 'deep sea' terrain to go on top of the now walkable sea shallows.

- adding ship tile groups to the said deep sea terrain.

That is the basic stuff that would be great to see added.

<...>
               
               

               


                     Modifié par KlatchainCoffee, 10 janvier 2014 - 01:42 .
                     
                  


            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #9 on: January 09, 2014, 11:49:56 pm »


               

_six wrote...

I should let you at my castle terrains for this : p If TNO can stomach more castle.


One can never have too many castle variations...
               
               

               
            

Legacy_Master Jax

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RE: TNO Reconstruction - A Development Journal
« Reply #10 on: January 10, 2014, 06:35:02 am »


               The logical next step has arrived. Couldn't agree with you more! TNO is the ugly kid now when compared to other outdoor areas, and most of it is due to the trees.
               
               

               
            

Legacy_Tiberius_Morguhn

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RE: TNO Reconstruction - A Development Journal
« Reply #11 on: January 10, 2014, 10:35:11 am »


               That looks .......awesome!
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #12 on: January 10, 2014, 11:58:36 am »


               

Master Jax wrote...

The logical next step has arrived. Couldn't agree with you more! TNO is the ugly kid now when compared to other outdoor areas, and most of it is due to the trees.


Yeah, she needed a facelift....nip here....tuck there. ':whistle:'
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #13 on: January 10, 2014, 07:57:44 pm »


               Latest screenshot - in game (grassy trees and 3D grass)

'Posted
               
               

               
            

Legacy_Draygoth28

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RE: TNO Reconstruction - A Development Journal
« Reply #14 on: January 10, 2014, 08:15:18 pm »


               Simply amazing.