Author Topic: RE: TNO Reconstruction - A Development Journal  (Read 1277 times)

Legacy_TheOneBlackRider

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RE: TNO Reconstruction - A Development Journal
« Reply #30 on: January 12, 2014, 08:45:43 am »


               This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #31 on: January 12, 2014, 09:00:54 am »


               

TheOneBlackRider wrote...

This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?


Yes, as it just adds things, it will work with areas already built. The only tiles that have been redone are the grassy trees which still have the same ground contour but different trees on them. However, it does require that you have Project Q installed.
               
               

               


                     Modifié par Pstemarie, 12 janvier 2014 - 06:28 .
                     
                  


            

Legacy_Tiberius_Morguhn

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RE: TNO Reconstruction - A Development Journal
« Reply #32 on: January 12, 2014, 09:59:47 am »


               Download available yet to experiment with?  (:please:)
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #33 on: January 12, 2014, 01:17:05 pm »


               

Tiberius_Morguhn wrote...

Download available yet to experiment with?  (:please:)


Soon.
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #34 on: January 12, 2014, 03:37:32 pm »


               Toolset shot of Road-2-Path transition. I've redone the textures again. The TNO cobble road now matches more closely in coloration to the stone tiles used throughout the rest of the set and the TNO path now uses a modified version of Toro's great road textures.

'Posted

Wildwoods roads transition into both the TNO cobble road and the TNO path.

'Posted

Yes, I have modified the Wildwoods path texture so that it blend better with the TNO road/dirt textures and the transition from grass to dirt isn't as sharp.
               
               

               


                     Modifié par Pstemarie, 12 janvier 2014 - 03:41 .
                     
                  


            

Legacy_TheOneBlackRider

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RE: TNO Reconstruction - A Development Journal
« Reply #35 on: January 12, 2014, 05:10:54 pm »


               

Pstemarie wrote...

TheOneBlackRider wrote...

This is a beautiful facelift! Thanks for the efforts!
Just to be sure: If I use this, it will work with all my TNO-areas already built?


Yes, as it just adds things, it will work with areas already built. The only tiles that have been redone are the grassy trees which still have the save ground contour but different trees on them. However, it does require that you have Project Q installed.


Thanks for the clarification, Pstemarie.
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #36 on: January 16, 2014, 07:14:26 am »


               Still working on missing crosser tiles and making sure that all the Wildwoods slopes line up correctly with TNO slopes. Its a pretty big job, but I'm learning a lot about crossers and tiles in general. I'm also trying to simplify the walkmesh whenever feasible as it seems to cure pathfinding issues.
               
               

               
            

Legacy_YeoldeFog

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RE: TNO Reconstruction - A Development Journal
« Reply #37 on: January 18, 2014, 11:28:22 am »


               Looking forward to this!
               
               

               


                     Modifié par YeoldeFog, 18 janvier 2014 - 11:28 .
                     
                  


            

Legacy_T0r0

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RE: TNO Reconstruction - A Development Journal
« Reply #38 on: January 18, 2014, 03:55:04 pm »


               " I'm also trying to simplify the walkmesh whenever feasible as it seems to cure pathfinding issues"

Yep, I did this also for the handful of wildwood tiles I used.
               
               

               
            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #39 on: January 19, 2014, 12:41:28 am »


               Big thanks to Zwerkules for a comment he posted in another thread about TNO's path nodes being all messed up on the hills and some other tiles and terrains. I've started fixing these issues and its making a HUGE difference in the path finding on that tileset.
               
               

               
            

Legacy_QlippothVI

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RE: TNO Reconstruction - A Development Journal
« Reply #40 on: January 19, 2014, 04:45:34 am »


               

Pstemarie wrote...

Tiberius_Morguhn wrote...

Download available yet to experiment with?  (:please:)


Soon.


'<img'>
               
               

               
            

Legacy_Zwerkules

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RE: TNO Reconstruction - A Development Journal
« Reply #41 on: January 19, 2014, 06:46:05 pm »


               

Pstemarie wrote...

Big thanks to Zwerkules for a comment he posted in another thread about TNO's path nodes being all messed up on the hills and some other tiles and terrains. I've started fixing these issues and its making a HUGE difference in the path finding on that tileset.


I guess I should have posted a note the moment I found out about all those wrong pathnodes in the TNO set. This should be of interest to Shadooow, too.

Since you are working alot with the tileset, I guess you are well aware that there are many other bugs in it, such as activated 'rotate texture' on some wall textures, 'rotate texture' not activated for some ground textures that should be rotated, double meshes and some more. I wish I had written those bugs down when I saw them. They are easy to fix, but now I don't know which models have them.

Since I had no intention of making an override for the TNO tileset (especially since project Q was already working on it and you already changed the parts of it that looked bad, like the roads), I never fixed any of the bugs I found in that tileset.

BTW the texture from wildwoods you used on that watermill bridge looks really nice, but Six made it especially for his buildings and it has some shadows on it where the roofs of his buildings are. Maybe he's got a version if it without those shadows.
               
               

               


                     Modifié par Zwerkules, 19 janvier 2014 - 06:51 .
                     
                  


            

Legacy_Pstemarie

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RE: TNO Reconstruction - A Development Journal
« Reply #42 on: January 19, 2014, 06:58:16 pm »


               

Zwerkules wrote...

BTW the texture from wildwoods you used on that watermill bridge looks really nice, but Six made it especially for his buildings and it has some shadows on it where the roofs of his buildings are. Maybe he's got a version if it without those shadows.


Yes, I'm aware of the shadow issues. The texture was designed to be the equvalent of two tiled wall textures over one wall plane (thus a 1001 x 1001 plane can fit on the texture four times. I'm only using the lower portion of the texture and the little bits of shadow that get on the model give a suitable illusion of grime.

As far as the bridge goes - yes, its a pretty good swatch of shadow that will eventually be hidden by some ivy and other "patch" tricks.
               
               

               


                     Modifié par Pstemarie, 19 janvier 2014 - 07:02 .
                     
                  


            

Legacy_Carrot Sticks

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RE: TNO Reconstruction - A Development Journal
« Reply #43 on: February 04, 2014, 02:21:53 am »


               Out of curiosity, would this be folded into Q, or left as a separate hak?
               
               

               
            

Legacy_Lord Sullivan

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RE: TNO Reconstruction - A Development Journal
« Reply #44 on: February 04, 2014, 04:16:14 am »


               

Pstemarie wrote...

Remapped TNO Thatch Houses - now they match the cottages in Wildwoods...

'Posted
...
'Posted

The roof of the mill has been redone, thickening the thatch so its more like the other thatch roofs. The stonework has also been completely retextured. 


I have to say that it's looking pretty them good and I'm liking these 2 screenshots alot.

Still can't get used to the "vomited omelette" like color scheme of the (apparently suppose to be)grass texture specificaly in the very first screenshot posted at the begining of this thread and a few post up from here. Otherwise
looking good! 'B)'
               
               

               


                     Modifié par Lord Sullivan, 04 février 2014 - 04:23 .