Author Topic: Wield Woods Retextured  (Read 1127 times)

Legacy_kalbaern

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Wield Woods Retextured
« Reply #15 on: August 14, 2015, 01:18:15 am »


               

Grass can be toggled On/Off by the client/player. So can animations for grass, or at least some of them.



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #16 on: August 14, 2015, 01:45:59 am »


               

Ok thanks Kalbaern


               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #17 on: August 14, 2015, 02:15:59 am »


               

Ya I think I am happy with this for now. I just have to use overcast to get the lighting I want for being in the woods. It also helps the to darken the colors just a bit as well.


 


314xbfr.jpg



               
               

               
            

Legacy_NWN_baba yaga

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Wield Woods Retextured
« Reply #18 on: August 14, 2015, 05:36:20 pm »


               

To retexture wildwoods is realy simple. _Six did everything to make sure his textures are not complicated and easy to swap!



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #19 on: August 16, 2015, 12:43:35 am »


               

I played around with it a little more and this is with an overcast to make the area and color's a little darker.


 


k1chgk.jpg



               
               

               
            

Legacy_The Mad Poet

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Wield Woods Retextured
« Reply #20 on: August 16, 2015, 02:13:05 am »


               

That last one isn't something I'm used to seeing. Almost looks like a different tileset with that kind of grass. Personally I think either making the dirt match in saturation, or desaturating the grass would be better.... but heck maybe the contrast itself is what makes me like it.


 


IGNORE ME!



               
               

               
            

Legacy_Pstemarie

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Wield Woods Retextured
« Reply #21 on: August 16, 2015, 02:55:06 am »


               

Looking good, but with such a dense canopy overhead, would the greens really be that vibrant at ground level?



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #22 on: August 16, 2015, 03:22:46 am »


               

Well that is really the Q Castle Exterior Rural tileset or should I say one of your favorite tilesets Pstemarie. So there will be a lot more open area, less trees, which is why I went for the more vibrant greens for that tileset,


 


 


Which is also the reason the ground hasn't been changed because I can't seem to find the .dds file for that tileset's ground.



               
               

               
            

Legacy_3RavensMore

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« Reply #23 on: August 16, 2015, 03:23:52 am »


               

That depends on how you see it.  If it's a moderate forest (with a bright skybox), you'd have a lot of light getting through.  If it foggy--as is shown-- and dark, maybe not.  Regardless, I rather like the way it looks with bright grass.  Just don't ever drop anything in all that tall grass.  '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #24 on: August 16, 2015, 03:52:44 am »


               

Here you can see some of the TNO keep walls from the wild wood tree line on a bight clear sunny day.


 


2lntsu9.jpg



               
               

               
            

Legacy_Cannonade

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Wield Woods Retextured
« Reply #25 on: August 16, 2015, 03:49:00 pm »


               

Something to keep in mind is that some people play with grass disabled, so the texture below remains still quite important.



               
               

               
            

Legacy_Fester Pot

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Wield Woods Retextured
« Reply #26 on: August 16, 2015, 04:48:13 pm »


               

Now all you have to add is ambient/diffuse lighting for the tiles themselves.


Six left that out as a feature, so none of the tiles could be individually coloured, a bummer when I started building with it.


FP!



               
               

               
            

Legacy_Pstemarie

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Wield Woods Retextured
« Reply #27 on: August 16, 2015, 05:24:14 pm »


               


Now all you have to add is ambient/diffuse lighting for the tiles themselves.


Six left that out as a feature, so none of the tiles could be individually coloured, a bummer when I started building with it.


FP!




 


Yeah, that was at the top of my to-do list. Its actually a pretty simple procedure and something I might tackle this fall when my schedule becomes less hectic. Might be I need to do a small final update to Q after all - no new content, just tying up loose ends. I'll have to get with TAD and see how he'd want to handle such an update.


               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #28 on: August 16, 2015, 06:37:14 pm »


               

I know Cannonade, but I haven't been able to find the ground dds file for that tileset yet. I have been trying but no luck yet. You wouldn't happen to know what the dds ground file for this tileset it named would you?  '<img'>



               
               

               
            

Legacy_Pstemarie

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Wield Woods Retextured
« Reply #29 on: August 16, 2015, 08:10:50 pm »


               


Well that is really the Q Castle Exterior Rural tileset or should I say one of your favorite tilesets Pstemarie. So there will be a lot more open area, less trees, which is why I went for the more vibrant greens for that tileset,


 


 


Which is also the reason the ground hasn't been changed because I can't seem to find the .dds file for that tileset's ground.




 


The ground texture for the tiles is tno01_grass.dds (unless you're looking at a city tile). You'll find it in the XP3.bif file. If you are using NWN Explorer just open XP3.key and you'll see it listed under DDS files.