Author Topic: Dark Age Fantasy Tileset  (Read 1590 times)

Legacy_The Mad Poet

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Dark Age Fantasy Tileset
« Reply #60 on: July 30, 2015, 03:10:34 am »


               

It's pretty much the same as tilesets. Get the MDL file, search that file for the textures under 'bitmap whatever', and redo that file.



               
               

               
            

Legacy_Jedijax

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« Reply #61 on: July 30, 2015, 05:18:04 am »


               

I like that you're taking a shot at it! This is the scheme I was talking about. See if it comes close to what you want to achieve:


 


http://prntscr.com/7yopa6


 


http://prntscr.com/7yoqg9





               
               

               
            

Legacy_Tonden_Ockay

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« Reply #62 on: July 30, 2015, 10:51:29 am »


               

WoW " Jedijax " those look really nice. Do you have that on the Vault for people to download.


 


Ya its not 100% what I was going for because it has stucco vs wood and stone block vs rock, but it still looks really nice.


 


That said I would love to download it if you have it on the Vault.


 


 


But really Jedijax it would be really nice if you shared with your friends and uploaded your work to the Vault  '<img'>.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #63 on: July 30, 2015, 12:05:40 pm »


               

I would love to get my hands on these textures


 


%2401168905-57c5-407b-a420-8125c7fab827_


               
               

               
            

Legacy_meaglyn

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« Reply #64 on: July 30, 2015, 02:11:54 pm »


               

@Tarot, that part about the "a" was a joke.


 


I just think you are being a little unreasonable badgering the guy to change the name of his world because the abbreviation happens to start with "TR".



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #65 on: July 30, 2015, 02:54:45 pm »


               

I thought I would share something I was reading about since I'm looking at thatch roofs


 


 



  1.    
    "A roof thatched with water reed will last approximately 70 years with very little maintenance. The ridge will need to be reworked every 10 to 20 years. McGhee has worked on several thatched roofs exceeding 100 years in age."

       

 

 

I had no idea they lasted that long.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #66 on: July 30, 2015, 03:16:29 pm »


               

How hard would it be to add landscape around a building? How about make buildings that could be placed next to the edge of hills? What about adding steps to the side of the hills?


 


 


1zv4rx5.jpg


33f4v7r.jpg


 


 


Am I over reaching?


               
               

               
            

Legacy_Zwerkules

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« Reply #67 on: July 30, 2015, 03:17:19 pm »


               

I would love to get my hands on these textures
 
%2401168905-57c5-407b-a420-8125c7fab827_


Some of those textures won't work in NWN at all. The wood will look good in NWN, the roof texture okay, but you can certainly find better ones which are not specifically designed for a couple of buildings and will look wrong on others.
The stone texture however will look really bad in NWN. It already looks rather uniform in that screenshot. Now take away the bump map which you can't have in NWN and you'll just get a lot of flat gray rocks.
 

How hard would it be to add landscape around a building? How about make buildings that could be placed next to the edge of hills? What about adding steps to the side of the hills?


You have to keep in mind that you are working with tiles, so each edge of a tile has to match with the edges of adjacent tiles. If your house already fills most of a tile you have too little room left around it to model a landscape that is not so flat. If you put the same building in the middle of a 2x2 tilegroup you have a lot more room around it and can raise or lower the ground here and there and add some rocks etc., but if you do that you can't have other buildings near it. In a 8x8 area you could only place 16 of those houses instead of 64.

Adding steps to a hill is no problem if the hill is not very steep, but if the hill is so steep that each step's height will be much higher than its breadth you'd have to make the stairs less steep and they'll probably leave the tile's confinements. That's why you see more stairs leading uphill parallel to the hill instead of staight up in many tilesets.
               
               

               
            

Legacy_meaglyn

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« Reply #68 on: July 30, 2015, 03:18:40 pm »


               

Fwiw, the "stucko" you are trying to get rid of is probably older than the wood walls you are replacing it with.  Wattle and daub construction goes way back past roman times. Take a look here, especially at the half-timbered section. Often just mud, straw and animal dung, of which there was plenty.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #69 on: July 30, 2015, 03:25:24 pm »


               

Thanks Zwerkules for the insight.


 


I did grab a pictures of a rock wall off the internet and well that is what it looked like on the side of my building a picture. So I'm learning not everything looks like you think it will.


 


That said I would like to know if there is a good stone/rock wall texture some thing like this.


 


vjupJmj.png


 


 


That would look good in NWN.


               
               

               
            

Legacy_The Mad Poet

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« Reply #70 on: July 30, 2015, 03:27:27 pm »


               

Here is a thought. Go grab the High-Resolution texture replacers that skyrim has out there. The user made ones. Try grabbing some of the textures out of those, scale them down as needed (some are over 2k, and even 4k in size) and try seeing how they look. Might hit a home run, might hit a foul. That's part of the fun of experimenting.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #71 on: July 30, 2015, 03:35:56 pm »


               

Ok may be modern wasn't the right word to use for stucco. How about more civilized, since it gives it a more finished/polished look? While wood and stone seem to look more primitive, savage, or less civilized. People who don't care as much or don't have the money to spend on looks.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #72 on: July 30, 2015, 03:37:54 pm »


               


Here is a thought. Go grab the High-Resolution texture replacers that skyrim has out there. The user made ones. Try grabbing some of the textures out of those, scale them down as needed (some are over 2k, and even 4k in size) and try seeing how they look. Might hit a home run, might hit a foul. That's part of the fun of experimenting.




 


I'm already on it. I'm downloading the pack as I'm typing. '<img'>


               
               

               
            

Legacy_NWN_baba yaga

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« Reply #73 on: July 30, 2015, 07:21:14 pm »


               

If you realy need buildings that you can place anywhere... near streams, rivers, cliffs, raise/lower then cut them out of the tiles and convert them into placeables. Thats the only way you can do it that does NOT cause tileset drama.... '<img'>


As for the textures you mentioned from those town houses... use the base stone wall from zwerkules city tileset (the castle wall one I guess)...and desaturate it to nearly completely grey...I´m sure he has included both variations. The bottom wall one with the ground level trim and the one you can tile along x,y and z. The wood one is pretty easy too. Find the tno greyish/ dark gritty wood texture and brighten the color + a bit of yellow/ brown. Then get rid of that one single "beam" and rotate it! Both textures are realy easy to recreate '<img'>


 


The stone rockwall texture from those thatched buildings you can find in the tno texture set too. Just search for it and darken the lights out. That should do it. If not use one from _six. I´m sure he did one similar in wildlands if i recall!


 


The "trick" to get that look is to texture the mesh correctly. Thats all!


And never forget to keep the rest in mind when you create new textures. So they dont stand out like a fancy golden cabinet in a slum house interior '<img'>


 


I also suggest to take a look at projectQ tileset additions and find something similar. Zwerkules also did a tileset with Nwn2 houses..


 


ps


To me all those textures look like they have a color palette like our phenotype Plt´s. The stone walls have grey, the first wood one is greyish/brown medium and the thatch is grey/ brown light. Could be a PLT!!!  



               
               

               
            

Legacy_Tarot Redhand

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« Reply #74 on: August 01, 2015, 12:30:14 am »


               

@meaglyn I would hardly call 2 posts badgering especially as on page one of that other thread, that linked to in my earlier post on this matter, I made 5 other title suggestions. I am just trying to help and pointing out possible pitfalls.


 


TR