Author Topic: Merricksdad's Black Hills Tileset (First Look)  (Read 12204 times)

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« on: January 23, 2015, 04:23:09 pm »


               

I went back to working on that tileset I started late 2013. 2014 was a messed up year, and I didn't get a lot done that I wanted. I feel horrible that I lost basically 2 years of modding time, but maybe lost isn't the right word.


 


Because here is 2015, and one of my new years resolutions (I have very few) was to finish something really big!


 


I've already been talking in PM to a few of you, either about my textures for plants and rocks and bark that I worked on last year (which was a huge project, and not even finished yet), or about a few mountain tileset ideas I have been working on, but here is the public first look at what I have been doing. Keep in mind that this is only the first week this year I have put into it, and last year I did so very little of this.


 


m7NMEBy.png


 


If you'd like to view the album, here is the album link. Be aware that I have overfilled my free imgur account, so I have been told that some of my photos may not show. I don't know how they determine which order they no longer show, but the older images might be first to go.


 


The textures are by no means finished. And the mountainous regions are not yet fleshed out. I still have a lot of work to go, especially in adding vegetation and decals. I'm thinking to use another type of mountain tile as a surround/edge, and also block most of the rock from being walked upon, give or take slope. Right now, just about everything is open for walking.


 


Still to do, water and streams, forest tiles, ledge crossers, doors/caves, chasms, and a mountaintop-mountaintop bridge system for use separately from the green ground areas (as in not mixable).


 


I'd like to thank Coffee for assisting me with this project this week.


 


 


 


Project hak file:


https://www.dropbox....khills.hak?dl=0



               
               

               
            

Legacy_Wall3T

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Merricksdad's Black Hills Tileset (First Look)
« Reply #1 on: January 23, 2015, 05:29:55 pm »


               

very cool. reminds me of a fantasy plain. i actually could use it as-is but look forward to seeing what else you have in store with it. ill be sticking around  ':ph34r:'



               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Black Hills Tileset (First Look)
« Reply #2 on: January 23, 2015, 06:03:31 pm »


               

From that one screenshot that tileset could double for a deep ocean one as well. I see potential black smokers everywhere.


 


Re. your storage problem - If any of the images in question relate to any tutorials on here how about doing a little editing to make the tutorial into a downloadable pdf to post on the new vault so that you can then 'lose' some of the images on the hosting service?


 


TR



               
               

               
            

Legacy_CaveGnome

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Merricksdad's Black Hills Tileset (First Look)
« Reply #3 on: January 23, 2015, 06:46:30 pm »


               

Fantastic! I love what i see... This is something i have been waiting for a long time ---> A tileset with the ability to show a more or less credible big sleeping volcano!!! (dreamed something like to upgrade an old non CC mod).


 


May i very humbly suggest you add some unusual rock groups. Tiles to depict big volcanos with calderas, meteorit craters, mesas, Monument Valley like rocks, big sea-looking cray cliffs, canyons, breathtaking granit rockfaces, organ pipe groups. This could be huge! <please, forgive an overentusiast gnome that just gulped a ton coffee '<img'> >


 


CG


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #4 on: January 23, 2015, 08:23:16 pm »


               

I was going to do a frosted variety set, so I don't see any reason why I can't do a volcanic version too. The frosted variety would of course have to have an avalanche area, so the volcanic one will have to have special groups too.


 


I also wanted to do some matching arches/buttresses, either in-set, or as placeables which fit. You could just prop the arches up against any of the outcrops and just walk around it as normal with the pwk files. I already have planned to create a few more "spires" other than the stand alone one you see in the image. Having been through Cathedral Spires while climbers are about, I just can't resist modeling that area.


 


So my end goal, AFTER this one, is to do a red rocks/arches national park kinda deal. And then after that, I want to revisit this one and do some addons, like devil's post pile/devil's tower (unless I just do that now, which I should, since devil's tower is technically part of that black hills range).


 


I see absolutely no reason once I get this out, you guys can't do your underwater magic on it. I don't personally have use for it right now, but I am NEVER against people recoloring anything I make. Anything I put out is free as is -- take it and run with it!


 


And just so you know, I am taking a lot of cues from Skyrim right now, so if you find an image of something Skyrimmy that you think I have use for, please pop me a link to the picture, or just show the image. I spent about a week researching skyrim and oblivion before I started this tileset. But that doesn't mean I saw everything.


 


So right now, I am just going through the motions, making sure all the basic mixers are finished enough that I have one copy of each. I keep forgetting certain corner combinations. It just took me 4 hours to do a full set of mix between raised (my mountains are the raised in tileset) and greater elevation (grass+2). I don't see a reason to mix grass+1 with mountains, or grass+1 with grass+2, at the moment, but that doesn't mean we can't later. Contour variety does make for a great scene, and that is why I have these little non-compatible raised subtiles. Especially when one has flowing water. Flowing water loves elevation!


 


Speaking of variety, what I basically have planned out is this:


 


  1. Mountain is the raise/lower feature. This is a 10 meter change in height.

  2.    
  3. Grass+1 is a visually raising type which goes up only one meter, and is always smooth.

  4.    
  5. Grass+2 is similar except it goes up two meters, and can be rough or smooth.

  6.    
  7. Grass+2 can merge with raised areas to reduce the angle that the mountain enters the current level. Basically that ramps up the edges around the angular mountains. Not so high as foot hills, but it reduces the look that the mountain suddenly comes out of the ground.

  8.    
  9. Grass+2 can be placed at raised levels, so you can actually make a mountain chunk slightly taller.

  10.    
  11. Carve crosser. This is like a corridor through mountain areas, but if used on the edges of a mountain tile, it makes the tile melt back, producing a sheer face. Normal mountain tiles are 45 degrees. The sheer face would be massively more steep.

  12.    
  13. Fluff crosser. By default the mountains are going to have a walkable ledge every 1000 meters up. Using the fluff crosser, you can erase that ledge. It will place jagged boulders, or cause the mountain tile to overstep its bounding box and flow into the adjacent tile, sealing off the ledge. This crosser can be packed with variety: Boulders, fallen logs, jagged rock, walkable cave mouths...

  14.    
  15. Water will be at base levels only, never grass+1 or grass+2, except as stream crossers. I expect a lot of waterfall variety.

  16.    
  17. Lots of tile groups will exist for the base level areas. Entrance type tile groups will exist in large variety for the mountain edges, especially caves and mines.

  18.    
  19. Grass+1 and Grass+2 might have just a few special tile groups, but for the most part, those are just tileset fluff. Expect a few dolmen or rune circles, maybe a tiny temple.

  20.    
  21. The entire tileset will have a set of dedicated plant species. The first release will have a combination of poplar and tall spruce (what people in Skyrim still refer to as Pines). Smaller trees will be made walk-through for ease of walkmesh use. Basically, if the trunk is as thin as a man, I am not going through the trouble of walkmesh holes, unless I plop down a rock for it to grow from. Somebody else can get picky with it later if they need to. I probably won't do a lot of large trees, if any. Mountains are known for destroying their plant population often.

  22.    
  23. I plan to do some forest tiles for use with the base levels. A burned off area is not out of the question. This is obviously a great place for worn path crossers.

  24.    
  25. Base levels will be fully stocked prairie as a default.

  26.    
  27. It seems important to make a treeline crosser. This could be a bunch of suffocated or gnarly trees at the edge of forest/mountain combo tiles. Anything above treeline crossers should just be painted prarie, or an optional ground, such as...

  28.    
  29. Tundra tiles! These could be an alternate tile above a treeline crosser. The prairie could give way to rounded, bald granite and lichens. Simple retexture will do, and just add to the tiles list. If you've ever been up on top of Harney Peak in SD, you'd probably also make use of the Grass+1 or Grass+2 varieties at this location too.

  30.    
  31. In addition to tundra tiles, maybe just a few glacier tiles, or a glacier tile group. Especially sitting in those concave areas of the mountain tiles.

I have no problems finishing only parts of this at a time, and then releasing upgraded versions as needed. So nobody is going to have to wait forever for me to finally finish. I will say, this Coffee is helping a lot, since I am getting one tile combo done per day. That won't take long to flesh out. Just the details will be time consuming. Detail can come over years for all I care. I've wasted enough time holding things back until detail was "finished". That's how I lost the last version of this tileset.


               
               

               
            

Legacy_Draygoth28

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Merricksdad's Black Hills Tileset (First Look)
« Reply #5 on: January 23, 2015, 08:27:22 pm »


               Very cool.
               
               

               
            

Legacy_The Amethyst Dragon

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Merricksdad's Black Hills Tileset (First Look)
« Reply #6 on: January 23, 2015, 09:28:05 pm »


               

Nice looking already.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #7 on: January 24, 2015, 01:33:47 am »


               

Here's an example of the fluff crosser when used on a single height mountain. It rounds the hill over, creating a sharp drop off, similar to those you would see where granite has weathered by rain and snow only, and is very old. This reminds me very much of the outcrops in the Black Hills.


 


tPkJt6A.png



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #8 on: January 24, 2015, 03:14:51 am »


               

So I am thinking to make some breakable placeables. Think about this for a sec and tell me if you think it might work. Ok, say you have this invisible object, targetable and damageable. It starts play with X number of visual effects applied to it. These visual effects place a model at the location of the placeable. As each effect wears off (based on damage taken), the effect plays its finishing up animation, causing the placable layer to crumble to the ground before disappearing after a time (really long finishing up cycle). After all hp are gone, there should be nothing but a pile of rubble on the ground which decays over time. Alternately, a placeable matching each stage of rubble could be substituted into the location while the crumbling animation plays. That way, even the rubble could be interacted with.


 


I'd like to make some breakable arches, and maybe some pillars, or statues, which would be specific to this tileset.


 


If you haven't gotten what I am talking about, check out how this year's versions of lane towers work in league of legends.


 


Edit:


 


Strange question...


 


Do VFX models cast shadows?



               
               

               
            

Legacy_Hekatoncheires

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Merricksdad's Black Hills Tileset (First Look)
« Reply #9 on: January 24, 2015, 05:09:58 am »


               

Its an old wish of mine to see something like this:


http://polarfield.wp.../toolik-013.jpg


http://wot-news.com/...72013/tun_4.jpg


http://upload.wikime...t_tundra_-c.jpg


The floors of Baba Yaga's mountain forest have a texture a lot like this, but it doesnt have the capacity to create rolling tundra like this.



               
               

               
            

Legacy_Jedijax

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Merricksdad's Black Hills Tileset (First Look)
« Reply #10 on: January 24, 2015, 05:30:23 am »


               

Looks very good from afar. I actually thought it was a NWN2 tileset rather than one for the original game. However, when  something looks that good from afar it usually doesn't hold much detail or definition upon closer range. Hope such isn't the case here, for I would think many play NWN on a more 3rd person camera, rather than an isometric view.




               
               

               
            

Legacy_Jedijax

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Merricksdad's Black Hills Tileset (First Look)
« Reply #11 on: January 24, 2015, 05:31:51 am »


               
 

 

 




Its an old wish of mine to see something like this:

http://polarfield.wp.../toolik-013.jpg

http://wot-news.com/...72013/tun_4.jpg

http://upload.wikime...t_tundra_-c.jpg


The floors of Baba Yaga's mountain forest have a texture a lot like this, but it doesnt have the capacity to create rolling tundra like this.




 


Very modded-skyrimish!



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #12 on: January 24, 2015, 01:30:55 pm »


               


Its an old wish of mine to see something like this:

http://polarfield.wp.../toolik-013.jpg

http://wot-news.com/...72013/tun_4.jpg

http://upload.wikime...t_tundra_-c.jpg


The floors of Baba Yaga's mountain forest have a texture a lot like this, but it doesnt have the capacity to create rolling tundra like this.




 


Yes the third picture is more like what I was going to do for the tundra tiles. I was going to model them off my pictures from Rocky Mountain National Park, and up on top of the Bighorn Mountains in Wyoming. Both are similar, but different.


 


Have you ever been to a mountain tundra? There are formations of ice crystals in the permafrost. If they exist for long enough, they push up stone in patterns of hexagons. I have seen only a few in Rocky Mountain NP. I have read that in some places they are everywhere. Very similar to how devil's post pile looks, but with permafrost instead.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #13 on: January 24, 2015, 02:02:53 pm »


               


 


Looks very good from afar. I actually thought it was a NWN2 tileset rather than one for the original game. However, when  something looks that good from afar it usually doesn't hold much detail or definition upon closer range. Hope such isn't the case here, for I would think many play NWN on a more 3rd person camera, rather than an isometric view.



 




I'm currently using a texture which is only 512 square. And yes it does look good from a distance, and not as good close up, which is why it needs to be extruded a lot and those extruded parts need more detail. Once all the parts are mixed together in a scene, like the plants and loose stones (which aren't in the scene at all yet), the background texture isn't as important. Like with the grass, which is terribly undetailed close up. It will be replaced with multiple layers of textures which fit the specific needs of the tileset.


 


It also isn't my intent to go completely 100% photo realistic like they are doing with Skyrim. If that was my intent, I would be modding for Skyrim. But I'm also not going completely cartoony like WoW. My goal is somewhere in between.


 


Actually, what I'd really like is a dark and high contrasting world like one might come up with if art from this image was taken to a world scale...and I typed that before I found the image, so I will come back and put it in after...


 


 


In the meantime, imagine these art styles all mixed together and you can get the general idea:


 


Thomas Cole


 


flytraps


 


not sure who did this one


 


Noah Bradley


 


Still can't find that image I was looking for, guess I will have to dig out my dragon and dungeon magazines...


               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Black Hills Tileset (First Look)
« Reply #14 on: January 24, 2015, 02:49:45 pm »


               

Re. the breaking up models... If you can get it to work it would look awesome at the edge (aka nose) of a glacier.


 


TR