Author Topic: Merricksdad's Black Hills Tileset (First Look)  (Read 12225 times)

Legacy_3RavensMore

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Merricksdad's Black Hills Tileset (First Look)
« Reply #555 on: October 23, 2015, 05:12:53 pm »


               


My wife and child love it as well. I can only imagine what it will look like with decals, rocks and trees. Or with a nice shallow stream heading down a ravine with some stepping stones for it to pass under.




 


I... <blinks wide stunned eyes>  am speechless. 


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #556 on: October 23, 2015, 05:15:22 pm »


               

much better variety coming out shortly. I took some of OTR's advice about differing smoothing groups on floor and wall meshes. With wall mesh, I stayed with 10, with floor I went with 20. Because the floor is physically smoother than before, the higher number works better now, but still it magnifies the tile seam while reducing on-tile seams. Not sure if I like the change, but it could be a move in the right direction.


 


As I mentioned, the floor tile is now more physically smooth, which allows more upward facing sections on the tile. Some of the high outcrops over water now look amazing.


 


I didn't change the appearance of primary tiles since the last release, so I am now interested to see if these play well together, or if the primary tiles need to be relaxed and smoothed equally to make a good connection.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #557 on: October 23, 2015, 05:25:00 pm »


               

Looks like I am all signed back up for classes January 11th, so I need to push hard on this set and get it done. I'll be unofficially taking calc 1 and 2 again in my spare time, so I highly doubt I will have any time for NWN in the spring. I don't expect to take classes for the fall/winter terms, which are actually summer/fall, just because I will need to watch my kid during summer, and probably half of their fall term. So like this year, I will be doing most of my model making during that time, after a possible vacation to some new visually exciting place.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #558 on: October 23, 2015, 07:09:03 pm »


               

Need to fix some bugs. Two tiles share an exact duplicate of some weird duck beak shape. I'm not even sure how that shape got made. Just weird. Also tile 0001 now has some kind of seam offset again. Why that one tile, and why ever time I do something? Also weird.


 


Otherwise, it looks good, but the primary tiles could use some smoothing group changes to fit better with the alt tiles now. I think by tonight I can easily repack a new release. I'm still tweaking, so I am going to hold off on full quality shadows again. It just takes too long to export, and makes GMAX angry. If I keep it up, I may need to get a cooling platform for the laptop.


 


Many of the tiles also need some kind of texture correction. I had specifically built that into the script, but it doesn't seem to have worked. Instead many of the textures are stretched a bit, making some of the taller hills look like play-doh.


               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Black Hills Tileset (First Look)
« Reply #559 on: October 23, 2015, 07:51:52 pm »


               

@MD, I came across this on deviantArt and thought of you and this tileset.


 


PS. What do you mean by decals? The only decals I know for sure, what they are, are those included with plastic model kits (miss-spent youth - don't ask). In the UK they are known as transfers ('cos they transfer onto the model after soaking in water).


 


TR



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #560 on: October 23, 2015, 08:37:09 pm »


               

I mean exactly that '<img'> Check out the various splotch textures from OC rural. I'm going to do that with mosses, lichens, and decayed feldspar pegmatite. I might even make a decal for the bottom-most layer of a creeping juniper.


 


Nice pile of dirt there in the pic '<img'>


 


I was just looking through my pictures from this latest trip and I found some photos from downhill of Breezy Point picnic area with bright orange lichens like pumpkin.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #561 on: October 23, 2015, 09:43:04 pm »


               

PAGE_FAULT_IN_NON_PAGED_AREA


 


This application is corrupt and cannot continue


 


LOL! Whatever McAfee. Go away


 


Restart...


 


 


Ok so, I got a new texture installed on half the tiles for the vertical regions. It looks much better and smooths to other faces better without cutting as much. I haven't updated the floor texture yet, other than to adjust placement as was needed.


 


I DO want to reprocess the original tiles because they no longer work as nicely together with the new ones. I'd like to smooth and relax them the same as these new alts, and then apply this new vertical face texture.


 


If I get a chance this weekend, now that all my pre-education stuff is out of the way, I'd like to work seriously on either the vegetation version, or the streams. I must pick, but how...so hard to decide.



               
               

               
            

Legacy_OldTimeRadio

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Merricksdad's Black Hills Tileset (First Look)
« Reply #562 on: October 23, 2015, 10:29:37 pm »


               

As you have determined, I pretty much don't want the seams to go away on the rocky section, but I don't mind if the other texture is more smooth, I just need to do it in a different way. As you saw yourself when you smoothed the floor mesh, it looks more smooth on that tile, but adjacent to another tile it will look even more sharp-lined at the seam. Not much more because it was pretty bad to begin with on the '_2 tiles, but still more sharp tile to tile. I really need to fine tune those alt tiles more like the way the previous release was. It still had visible seams, but it was much harder to tell which seam went with which tile.



 


Gotcha and thanks for taking the time to type that explanation!  Things like here and here are just cases of not having a rim of coplanar faces which are shared between tiles, right?  The shadow fragment I described was just a b.s. toolset artifact.  I should put a dollar in the noob jar for even bringing it up.  If I come across the self-shadowing issue with your new tiles, I'll let you know which one.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #563 on: October 23, 2015, 10:52:38 pm »


               


Gotcha and thanks for taking the time to type that explanation!  Things like here and here are just cases of not having a rim of coplanar faces which are shared between tiles, right?  The shadow fragment I described was just a b.s. toolset artifact.  I should put a dollar in the noob jar for even bringing it up.  If I come across the self-shadowing issue with your new tiles, I'll let you know which one.




 


yup, pretty much.


 


Also, anything the toolset can bring up, I'm convinced the engine can do the same. Something about some face somewhere is wonky enough to make it come alive.


 


As I work on relaxing the mesh, I am seeing less and less flickering shadow faces, but with the physical difference between the shadow casting mesh and the visible mesh, I'm not getting anywhere on that front yet. If I get some time this weekend, I'll do a full shadow render and let everybody see the differences. That is if I can keep GMAX from suffering a stroke.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #564 on: October 24, 2015, 01:29:53 am »


               

Version 3 is available for download. Tiles are all softer physically, and softer visually, both in smoothing, and in texture. I also updated the testing module to accommodate slightly higher base level due to smoothing from corners, in that I raised the triggers for area to area teleport by 0.2m. I personally prefer this new texture on the wall faces, but let me know what you think. I left the other one in the hak file so you can dig them out into override if you like and reverse their names (delete the texture hak from the module if you do, so that it can see overrides).



               
               

               
            

Legacy_Zwerkules

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Merricksdad's Black Hills Tileset (First Look)
« Reply #565 on: October 24, 2015, 03:05:33 pm »


               


If I get a chance this weekend, now that all my pre-education stuff is out of the way, I'd like to work seriously on either the vegetation version, or the streams. I must pick, but how...so hard to decide.




Vegetation (if it is not a decal) can also be added as placeables while streams can't.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #566 on: October 24, 2015, 04:02:02 pm »


               

very true


 


I started work on the walkmesh configuration script. It automatically locates proper locations for walkmesh grass and what should be water. I need to go back and redo one of my getFaces.. scripts so it returns bitarrays instead of arrays, then I can move forward again.


 


But first, we're taking the boy to a Halloween store to play.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #567 on: October 24, 2015, 11:02:30 pm »


               

It grew grass '<img'>


 


granitelandstest0000i.jpg


 


If you play this with the grass on, I suggest upping your grass graphics a bit from vanilla. Go in your nwn.ini and find [Video Options]. Under that find "Grass Far Render Distance=" or add it, and set the value to at least 5000. I tried it higher but it gets a bit laggy at 10000 on mine. I think this value is in centimeters rather than meters.


 


Packing and uploading grassed version now. You'll only need wok + dat updated. I've not repacked the "Full Series" file yet until I make sure more stuff is working ok.


 


Edit: I will need to repack the vis portion as well. Apparently only AABB data is pulled from the WOK file. The rest of the walkmesh data is still pulled from within the MDL file... sad panda. But that gives me another idea...


 


What if the walkmesh node on the MDL file is open, but the AABB data on the WOK file is closed? I wonder what would happen?



               
               

               
            

Legacy_Zwerkules

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Merricksdad's Black Hills Tileset (First Look)
« Reply #568 on: October 25, 2015, 12:02:18 am »


               

What if the walkmesh node on the MDL file is open, but the AABB data on the WOK file is closed? I wonder what would happen?



What do you mean by the 'node is open'?


The walkmesh information in the mdl files is used in single player games. The wok file is send to the clients by a server and used instead of the walkmesh data in the mdl file. This is to prevent PW players from changing the walkmesh data in mdl files to be able to walk through walls, etc.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Black Hills Tileset (First Look)
« Reply #569 on: October 25, 2015, 01:07:57 am »


               

Right now the walkmesh has no non-walkable faces, or deepwater faces, so everything is free and open for visuals and for physical movement. If I "close it", you won't be able to walk from any level 0 to 2, 3, 4, or deepwater.


 


I was thinking it might be interesting, since I noticed just by having updated WOK files in my directory with grass and water turned on, it was not enough to render grass or water effects. I had to also update the AABB element in the visual mesh. I was hoping that the actual pathing was derived from the WOK file, and the other details were pulled from the one in the MDL file. If that were the case, I could supply different WOK files than MDL AABB and possibly achieve all-over movement, but have pathing mechanisms override if you only click your location once.


 


The reason I was thinking to try this is because normally I walk around in drive mode, with my pointer always clicked down and I just move the camera with my keyboard, which leaves my mouse pointer in the forward center position. If I need to adjust direction or speed, I change my mouse position in addition to the camera angle. This type of movement overrides walkmesh pathing while the mouse button is down because the location is almost always within the current MDL range, or is so near inside the next MDL coordinates that it doesn't do much pathing. Even on more distant locations, the mouse button held down seems to prevent most path correction from taking place until you let up the button.


 


By combining the intended walking area and offering an open environment fully walkable area at the same time, it might have been possible to do some stuff I would otherwise have to do with pathnode settings in the SET file. I was hoping for alternatives, or to play with some quirks in the engine. I like quirks, as long as they give me at least one beneficial thing to do.