Author Topic: Merricksdad's Black Hills Tileset (First Look)  (Read 12257 times)

Legacy_T0r0

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Merricksdad's Black Hills Tileset (First Look)
« Reply #405 on: September 26, 2015, 04:42:25 am »


               That is a thing of beauty !!!!
               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #406 on: September 26, 2015, 02:16:20 pm »


               

My wife said the picture with the rocks poking out was like the oreo creme filling with chocolate stuff, like brownies and chocolate bars. The longer ones are like fudge bars.



               
               

               
            

Legacy_3RavensMore

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Merricksdad's Black Hills Tileset (First Look)
« Reply #407 on: September 26, 2015, 04:15:47 pm »


               

I can hardly wait to see that textured.  --swoons--



               
               

               
            

Legacy_3RavensMore

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Merricksdad's Black Hills Tileset (First Look)
« Reply #408 on: September 26, 2015, 04:44:29 pm »


               

Thinking out loud...  Imagining an automated system for building a whole integrated area landscape.  Something that reads a user created bitmap layout of terrain types / altitudes (think something akin to topo map) and creates all of the tiles and walkmeshes (based on what was outlined above) as one single integrated user defined area.  The system would then slice the whole thing into tiles, exports everything into one unique tileset, and build the .set file.  The builder could populate it with trees and other placeables at will, but not alter the geometry of the area in the toolset as all the tiles will only fit together in one way.


 


I know, impossible, right?  I'll admit I have only a vague idea of the limits of altitude changes, and how pathfinding is set up in tilesets--the most I've done is copying existing tiles/groups and adding geometry within those tiles. 


 


Edit: While I'm dreaming, perhaps it would be possible to define certain areas of the bitmap that would allow tileset based structure subsets to be placed.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #409 on: September 26, 2015, 05:34:24 pm »


               

I started this journey over 10 years ago. Back when I was first working on my recreation of the bioware infinity engine. I had named it the "dragon engine" and it was able to take in topo map coordinates, and render (without the help of a true 3D engine) Sims2 style height tiles. My original Dark's Gate campaign was created from maps of the black hills region around Keystone, SD.


 


Nothing about what you said was impossible, because I know for a fact it has already been done. It is (and was) very simple to convert everything I had made for the Dark's Gate module (mark 1) over to the tileset I created in 2008, using GFF editor, and custom programs to modify height coordinates in the area file. All I had to do was set the grid scaling, look into the topo map data (which was downloadable from USGS sites before google earth was popular), and read a series of numbers from the raw data in intervals related to the scale I picked. For the dragon engine, I once rendered a map in infinity engine miles (to the character unit scale), but unfortunately my custom render method took 2 days to render just the ground plane (pixel by pixel rather than polygon shapes).


 


Today we could easily take that same data, or perhaps the data I played with for the canyons on Mars, and create actual NWN maps from portions of that. And with these scripts I am working on now, with a processor stronger than mine, which could do the whole thing from import to NWN file export in a single pass, the whole thing could be automated:


 


  1. Import USGS data

  2.    
  3. define scale

  4.    
  5. detect largest z transition over a single tile

  6.    
  7. detect proper height transition value

  8.    
  9. dynamically create a tileset (without plants/rocks) to represent the base ground

  10.    
  11. select a region from the USGS data

  12.    
  13. create an area file from the selected region

  14.    
  15. open and finish populating by hand

No it would not be that hard. I had already fully scripted about 10 of the hard coded walkpath nodes into my 2008 gmax scripts. It would be slightly harder to code for all of them (I think), but if I can get this far, it is not impossible to go the rest of the way. I have however come across certain transitions, especially ledge-like areas, where none of the NWN walkpath nodes will work, and I have had to fudge tile groups, lying about the actual pathing. This makes multi tile diagonal maps very hard to create for players who point and click once to move. For those moving constantly to a point in front of the mouse pointer, it works just fine.



               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Black Hills Tileset (First Look)
« Reply #410 on: September 26, 2015, 11:45:46 pm »


               
or perhaps the data I played with for the canyons on Mars

 


MD, does that mean you have a martian tileset laying around, that you haven't told anyone about?


 


TR


               
               

               
            

Legacy_MerricksDad

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« Reply #411 on: September 27, 2015, 02:45:35 pm »


               

Nope '<img'> But believe me, I have already collected mars textures for just that reason. I can't get enough of the pictures of mars, where the rocks suddenly go from that weird metal gray, to the rust colored sand. I love that color transition.


 


156151main_image_feature_645_ys_full.jpg


 


Martian-Sunset-O-de-Goursac-Curiosity-20


 


11marscuriosityturns3.ngsversion.1438876



               
               

               
            

Legacy_Tarot Redhand

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« Reply #412 on: September 27, 2015, 10:41:02 pm »


               

To my untrained eye, the darker grey rocks in the top picture, look like very large lumps of pumice. I hadn't noticed that before. Hope the skies are clear enough for everyone to see the (super) lunar eclipse in a few hours.


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #413 on: September 28, 2015, 12:54:03 am »


               

I'm sure bubbly molten rock flying though space has some appearance similarities with pumice. The other meteoric pictures I have are shots from cross sections housed in the SD School of Mines' geology museum. If you get a sec, I suggest walking through that floor of the building. Got some dinos up the middle and US mega-fauna from the time of woolly mammoths and saber-tooth tigers are around the edge, including, I think, an Aurox skull, some camel horses, a cat bear, and some pig dogs. Back wall has a giant carp looking fish head I could park my car in, which isn't saying much since I drive a Chevy Spark...but still, impressive. Many of the minerals on the one side of the hall are all from local mines.



               
               

               
            

Legacy_MerricksDad

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« Reply #414 on: September 28, 2015, 12:57:47 am »


               

I don't know if anybody can imagine this as vividly as I do, I have always imagined that at the time olympus mons blew its last big load, there was a giant frozen ocean of carbon dioxide and water on the surface, or just under the first few layers of rock. When parts of it then melted, creating the massive washouts from the top of the planet to the southern sea, the frozen in-place metallic pumice sunk to the sea floor as the water was evaporating, or going to hide further underground, while the carbon dioxide evaporated and was then deposited back on the glacial poles. It would be interesting to find out geologically how accurate that is. But that is just what I get from viewing the global pictures. Especially the "chaos regions".



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #415 on: September 28, 2015, 01:07:10 am »


               

I spent about 15 minutes tonight working on some weight loss programs for the higher poly models. I reduced them to about 2/3 what I have shown above by simply relaxing them a pinch, smoothing them with a 15 threshold, then optimizing heavily keeping smoothing groups. They now export super fast, and retain almost all their detail. I guess that method is kinda like optimizing GIF images with an octree, but not as labor intensive to write code for. Now I just made the mistake of re-smoothing them before I exported, but otherwise they look and feel great, as before. I just need to have the similar script chop, texture, and run a few fixes, and we're good to put trees on it, happy ones or otherwise.



               
               

               
            

Legacy_3RavensMore

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« Reply #416 on: September 28, 2015, 03:01:05 am »


               

Hey, a Bob Ross reference.  Love those happy trees.  '<img'>



               
               

               
            

Legacy_MerricksDad

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« Reply #417 on: September 28, 2015, 03:29:13 am »


               


Hey, a Bob Ross reference.  Love those happy trees.  '<img'>




As many as possible with me '<img'>


               
               

               
            

Legacy_MerricksDad

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« Reply #418 on: September 30, 2015, 12:12:45 am »


               

So after getting no good diagnosis yet on the leg and bruising issues, I decided to review everything I had done in the last month, excluding the first bruise I had taken, in case it was not related. I had jogged to the bus with the kid one day, which could explain the impact issues on the shins, and I had spent a lot of time sitting in a very uncomfortable chair, which pushes on the veins in the backs of my legs. I tested a few theories while I wait, but all I found was that exercise through movement didn't fix the issue, but staying off the veins in the back of my legs for long periods of time did help drain out whatever was ailing my legs. I got to looking up Gout, because OTR mentioned it, and I thought about getting tested directly for that. I have read that it can be brought on by beans, and I remembered having a TON of beans the week before my legs pretty much shut down.


 


Last night I had reached a point of healthy feeling that was similar to over a month ago. So today I decided to test a theory. I made another batch of White Chicken Chili, with the same beans, minus the green onion. 2 hours later I am feeling a tingling tiredness in my lower legs, and my leg that bothered me the most during the last month is starting to ache again. I may have found at least the key to finding out exactly what is going on. Now to have myself tested for uric acid buildup.


 


In the meantime, I will probably keep eating the chili until it is gone, but just not overdo it, and make sure to hydrate and keep myself moving until it stops again.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #419 on: September 30, 2015, 12:41:09 am »


               

and make sure to hydrate and keep myself moving until it stops again.

Errr, isn't that counter productive? Shouldn't you keep the exercise routine going even after it stops as a preventative measure.


 


TR