Author Topic: Merricksdad's Black Hills Tileset (First Look)  (Read 12261 times)

Legacy_T0r0

  • Sr. Member
  • ****
  • Posts: 380
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #330 on: September 13, 2015, 07:56:36 pm »


               I also used sen's excel sheet to implement the 10m cliffs in the rural expansion. Which was why in the end, it went from an override to a full expansion.   Much belated thank you to sen !
               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #331 on: September 13, 2015, 11:12:10 pm »


               

Either of you:


I am going through the -1 values in the spreadsheet, trying to find a reason for the different values. What is the logic, do you know? Because from what I am seeing, you might be trying to express the rules portion as the logic with the -1 values, otherwise the adjacent tile doesn't know what to do. In this scenario, you basically circumvent the rules and go directly to defining the adjacent tile with this number.



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #332 on: September 13, 2015, 11:15:05 pm »


               

in the example of 0300, you assume that you will have built up a region 3 units high, but in the example of 0200, the logic assumes you are not initiating level 2 by the same method. Was this fashioned via hunt and peck?



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #333 on: September 14, 2015, 12:26:46 am »


               

I got the combos for level 3 ad added to my set, but I don't have the smooth combos for those. This includes mixing with water, and removal of the pit terrain type from the roster, as planned and saving a lot of work.


 


I can now transition from water at -3m to an upper mountain region at +9m through any combination of those, including diagonal mid-tile ramps which connect any two levels no more than 3m apart.


 


Kid is monstering out, so I should finish the white set tomorrow.



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #334 on: September 14, 2015, 08:42:39 am »


               

MD I dare you to find a rule that adjusts for all those cases. I can't remember if I did, but I am almost sure I went the trial and error way (because I hate rules and logic) for the tiles that wouldnt paint with the most logical values



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #335 on: September 14, 2015, 12:16:15 pm »


               

Hunt and peck it is then. Fascinating that you took the time to go through all that.



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #336 on: September 14, 2015, 03:16:37 pm »


               

I think the big was the first insight I needed a -1 value for gettting it to work, then the rest was very straight, probably just an afternoon of work to get all in place



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #337 on: September 14, 2015, 03:18:43 pm »


               

by the way, if you get the edgetiles working let me know, it may be the right drive to start working again on my stuff '<img'>



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #338 on: September 14, 2015, 04:48:49 pm »


               

I don't use edge tiles as much '<img'> Surround terrain type functions better for me, with well placed area exit and entrance strategies already lain out. I don't like open ended boxes leading out into gray space. I prefer a confined area with well drawn borders, connected together with limitless possibility, over gray space you just push through. Artistically, it invites more interesting views within the enclosed area, and the transition from area to area can be imagined, rather than immediate via inch by inch progression. If I had live-loading areas while you nudged up against a border plane, I would switch to that, but that is not within the operation of Aurora (until we get the source code '<img'> )


 


I think the only edge tiles you will see in my set are open water, or open unreachable ground, down slope from a higher area, so as to be actually out of the viewable fog cutoff from the player.


 


Also, if the edge tile 2da you supplied in your override bucket is an indication, it explains why the edge tiles don't work, because you omitted probably half the required parts. I have not yet looked at your edges 2da in the other package.



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #339 on: September 14, 2015, 06:06:05 pm »


               

I think surround system hak has no edgetiles 2da while thte terria override does, but don't remember what state of testing I did include, I am just sure the tiles for say 0022 0033 0044 do not paint or paint on a wrong height, its just the engine coding for the edgetiles mapping that probably works different and doesn't allow them, at least to my testings


 


what do you mean with surround terrain instead of edgetiles?



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #340 on: September 14, 2015, 06:44:21 pm »


               

I had explained the surround terrain I think two pages back. Unless I blabbed more than I thought, in which case, try 3.



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #341 on: September 14, 2015, 06:53:52 pm »


               

If you assume that the background in these photos (from Neverwinter Online) are actually tiles which paint detail off the edge of a map (especially for use with long fog cutoff maps like I use) then these pictures give a great representation of what the surround terrain is used for:


 


city:

https://sfx.thelazy....enshot90040.png


 


distant structure:

https://sfx.thelazy....enshot87769.png


 


forest:

http://i.ytimg.com/v...xresdefault.jpg


shaped mountain peak:

http://www.gamer.ru/...nal/vellosk.jpg


natural mountain peak:

http://media.bestofm...e-mountains.jpg


In online MMO's of today, in some cases you actually reach the distant object, as drawn. In other cases you see it at a distance, and actually reach a similar object fully fleshed out. In NWN, of course you would never reach the tile it is drawn on, but instead, the tile containing the distant place is actually located within the map boundaries, not as an edge tile. The intention is to never actually see or reach the outermost tile in any given area, but use it, or other adjacent tiles, even extending to center-ish tiles, to place unreachable, impassible, and in may cases un-look-past-able, regions of your map.



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #342 on: September 14, 2015, 07:15:28 pm »


               

ok got it! nice idea but what about texture resolution to match the detail of the tileset?



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #343 on: September 14, 2015, 07:20:38 pm »


               

How do you mean? At a distance, the same texture applied to a distant object should render accurately at a distance. The goal is then to pick textures which are not repeating over short distances on the 3d surface, or otherwise use neutral tone textures so that at a distance, they more often fade to a single low saturation hue, as do real life objects at a distance.


 


Do I misunderstand the question?



               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Merricksdad's Black Hills Tileset (First Look)
« Reply #344 on: September 14, 2015, 08:18:35 pm »


               

No I mean, from distance is good, but when you go near there, say a tile from it, will you notice they get low res if compared to the tile models all around? Also, to get a bit of variation there will be the need of plenty of textures