Author Topic: Wield Woods Retextured  (Read 1126 times)

Legacy_Drewskie

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Wield Woods Retextured
« Reply #30 on: August 16, 2015, 09:14:15 pm »


               
Might be I need to do a small final update to Q after all - no new content, just tying up loose ends.

 



Great news.



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #31 on: August 17, 2015, 03:53:57 pm »


               

Thanks Pstemarie I don't know what happen because I remember trying that one. But who knows I may of had the same texture and didn't see a change or I may have been one letter off or something. Any way thanks for pointing it out.


 


I think the ground grass might be a little bright yet but it matches a little better now.


 


2mr5qbm.jpg



               
               

               
            

Legacy_Pstemarie

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Wield Woods Retextured
« Reply #32 on: August 17, 2015, 05:10:38 pm »


               

That screenshot has a nice lush look to it - great for a midsummer coloration. I also like the way it makes the road stand out more. 



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #33 on: August 17, 2015, 05:47:36 pm »


               

Ya and I guess the grass blends a little better with the ground texture green then I thought it might at first. You can see from this pic that as it gets far enough out where the tall grass doesn't show and you can only see the ground texture it does seem to blend well with the tall grass.


 


w9xxyb.jpg


 


 


I also like the textured ground around the wild wood trees, because there is more shade, limbs, twigs, and leaves drop around trees.


 


r02fid.jpg


 


 


But if you look straight down or if the tall grass is turned off then you see what I don't like which is this.


 


f4r67l.jpg



               
               

               
            

Legacy_The Mad Poet

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Wield Woods Retextured
« Reply #34 on: August 17, 2015, 07:02:17 pm »


               

Take your grass texture you used on the ground, edit it to have the same foilage, and replace the one in the tree canopy tiles with that. You might get a good effect just placing the two textures on top of each other and using (assuming photoshop here) blending layers to get some of the foilage over. Of course you could always find a good transparent seamless foilage texture and merge that on top of your grass. Couple different ways to go about this.



               
               

               
            

Legacy_Pstemarie

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« Reply #35 on: August 17, 2015, 08:32:15 pm »


               

Option 4 - if you have Photoshop, use a blending tool to blend the two grass textures together. Once they are blended you can apply a mask to make them greener.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #36 on: August 17, 2015, 09:28:32 pm »


               

Ok well I gave it a try and here it is.


 


2uikcba.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #37 on: August 17, 2015, 09:43:04 pm »


               

Hmm, closer to what you're looking for I think. Now all you need to do is adjust the colors and it should all blend together nicely. 



               
               

               
            

Legacy_The Mad Poet

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« Reply #38 on: August 18, 2015, 01:51:30 am »


               

Looks good. Little more editing just to get the seams out, and like Pstemarie said adjust the colors.


 


You've come a far distance in a short time, padawan.



               
               

               
            

Legacy_NWN_baba yaga

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Wield Woods Retextured
« Reply #39 on: August 18, 2015, 04:46:46 pm »


               

Looks nice but to greenish for my taste. A little bit of yellow and it will fit in very well.



               
               

               
            

Legacy_Fester Pot

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Wield Woods Retextured
« Reply #40 on: August 27, 2015, 02:53:30 pm »


               


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.




 


Hey! I looked into this, without knowing what I was looking for, examining the .set file for each tileset. Wildlands has the ability to use ambient/diffuse on an individual tile, while Wildwoods does not.


Upon examining each .set file, and looking at a tile in each of those .set files, I found references of ambient/diffuse settings for that particular tile.


Thing is, they both matched in their input values being = 0.


So, how is it disabled in Wildwoods but enabled in Wildlands, when they are identical? Well, identical from all I could tell by examining their .set files.


Is there a setting in the .set file I could add a line or make a modification to, to enable ambient/diffuse tile lighting for each individual tile for Wildwoods?


If this change requires GMax or some other tileset building tool, I'm out. '<img'>


FP!


               
               

               
            

Legacy_Zwerkules

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Wield Woods Retextured
« Reply #41 on: August 27, 2015, 04:28:14 pm »


               


Hey! I looked into this, without knowing what I was looking for, examining the .set file for each tileset. Wildlands has the ability to use ambient/diffuse on an individual tile, while Wildwoods does not.


Upon examining each .set file, and looking at a tile in each of those .set files, I found references of ambient/diffuse settings for that particular tile.


Thing is, they both matched in their input values being = 0.


So, how is it disabled in Wildwoods but enabled in Wildlands, when they are identical? Well, identical from all I could tell by examining their .set files.


Is there a setting in the .set file I could add a line or make a modification to, to enable ambient/diffuse tile lighting for each individual tile for Wildwoods?


If this change requires GMax or some other tileset building tool, I'm out. '<img'>


FP!




The main tile lights are defined in each model file. There's no way of turning them on or off in a set file. If you can't use the main lights in the toolset, they are probably missing in the tile models.


 


If you look at models with NWNExplorer there is an option to show lights. They are displayed as yellow globes.


Now look at the models of the wildwoods tileset and you'll see that the lights are missing.


 


You can add the lights at their default positions 1.5, 1.5, 4 and -1.5, -1.5, 3.5 for each tile. This can also be done with a text editor, but will get too complicated if the tile has animations. And the lights might not be optimal at the default positions.


 


To get the best effects you'd have to open each tile in gmax and add the tile lights where they make the most sense which can be at the default positions for most of them, but there are always a few tiles where the lights have to be placed elsewhere, especially if they end up within a wall, rockface, etc.



               
               

               
            

Legacy_MazzoniM

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Wield Woods Retextured
« Reply #42 on: August 27, 2015, 06:07:02 pm »


               


Does the redish brown leaves look better then the all green?


 


24kz4w4.jpg


 


 


I think it makes the bushes pop out a little more, where the all green ones tend to blend in more.




Could you upload this version of Wild Woods to the vault or somewhere that people can access it?


               
               

               
            

Legacy_Fester Pot

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Wield Woods Retextured
« Reply #43 on: August 28, 2015, 03:01:16 am »


               

I have the Wild Woods reskin pack - found it in an archive - so I'll send it to the Vault.


The version that Tonden has created, he'll have to add himself.


 




The main tile lights are defined in each model file. There's no way of turning them on or off in a set file. If you can't use the main lights in the toolset, they are probably missing in the tile models.


 


If you look at models with NWNExplorer there is an option to show lights. They are displayed as yellow globes.


Now look at the models of the wildwoods tileset and you'll see that the lights are missing.


 


You can add the lights at their default positions 1.5, 1.5, 4 and -1.5, -1.5, 3.5 for each tile. This can also be done with a text editor, but will get too complicated if the tile has animations. And the lights might not be optimal at the default positions.


 


To get the best effects you'd have to open each tile in gmax and add the tile lights where they make the most sense which can be at the default positions for most of them, but there are always a few tiles where the lights have to be placed elsewhere, especially if they end up within a wall, rockface, etc.




 


Thanks Zwerkules!


Too much for my plate to do.


FP!



               
               

               
            

Legacy_Tonden_Ockay

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Wield Woods Retextured
« Reply #44 on: August 28, 2015, 03:52:24 am »


               

Hey I'm glad someone likes the work I have done.


 


I tried to upload a quick copy of just the wild woods reskin that you wanted. Sorry I just got back from a ball game with my kids and I have to work in the morning so I will check it out when I get a chance.