Author Topic: Grass Question  (Read 525 times)

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« on: August 14, 2015, 01:54:20 pm »


               

Ok I'm going to start with a Forest tileset which has not grass, but it does have hills. So what do I need to change to add tall grass that you can see? I'm guessing something in the .set file. Could I copy and past the grass part from the rural .set file? Is there something else I would need to change?


 


I moving on because I thing I got down how to swap out textures change from tga to dds and son on. Now its time to move on to the next step. 



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #1 on: August 14, 2015, 02:33:59 pm »


               

Well just coping it over doesn't work with the hill.


 


[GRASS]


Grass=1


GrassTextureName=toro_drygrass01


Density=4.000


Height=1.000


AmbientRed=0.600


AmbientGreen=0.400


AmbientBlue=0.300


DiffuseRed=0.600


DiffuseGreen=0.400


DiffuseBlue=0.300


 


It will work for just flat ground but it will not let me raise the ground and it freezes up when trying to load the module to run through it as a PC. If I have an area with the ground already raised and try to open that area the toolset just crashes.



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #2 on: August 14, 2015, 03:46:45 pm »


               

Would it be easier to add ferns to rural? If so I could start with a rural tileset which already has grass and hills. If this would be easier how do I go about adding ferns to the rural tileset?


               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #3 on: August 14, 2015, 04:39:56 pm »


               

Is it more of a walk mesh thing then the .set file, when it comes to adding grass to the forest tileset?


               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Grass Question
« Reply #4 on: August 14, 2015, 05:28:20 pm »


               

the moving grass is a walkmesh feature. You can either change the walkmesh in your 3d programm or you can edit the walkmesh material within your notepad. I think that for a forest you have to search for either dirt or leaves! Í´m pretty sure about that it is leaves but hey.... you never know '<img'>


And ferns are placeable objects. I think you need a little 3d programm for the future. Try to get a copy of Gmax and start learning the basics for nwn. It´s pretty simple once you have had the first export succeses. '<img'>


 


The set properties for grass only works if a tile has grass applied as a wok material!



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #5 on: August 14, 2015, 06:00:10 pm »


               

So it sounds like it may be easier to add ferns to rural vs adding grass to the forest tileset.



               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Grass Question
« Reply #6 on: August 14, 2015, 08:22:55 pm »


               

hmm,


if you use ferns as placeables then yes. If you want to add ferns as a tileset object then no because changing the face ID of a polygon in a 3d programm is just 2 clicks. And thats what you do when you change a material ID for a walkmesh. For your future... just select the polygon of the walkmesh ID you want to change, scroll down and choose the "material" you want to apply. It´s that easy '<img'>



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #7 on: August 15, 2015, 01:17:35 am »


               

Here is what I don't understand. I'm starting with the standard forest with a hills addon, and everything works. I can raise and lower the ground and add hills with no problem at all. So next I add grass that is used in another tileset to the standard forest with the hills addon. Now I can't raise the ground at all and if the area already has raise ground then when trying to open it up in the toolset it crashes.


 


So everything worked then added walkable grass from another toolset and BAM screws everything up. I'm a newb at all this so I don't understand why or how to fix it. I know some of you may be like that is so easy whats your problem.


 


Sorry but I work on houses for a living not computers  '<img'>



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #8 on: August 15, 2015, 01:39:29 am »


               

Its like I din't have a clue in the world how to retexture a tileset, I didn't know what programs to use or anything. Although with a little help from a few people here and now I'm like its easy, anyone can do it. But now I looking into these other things/problems and I'm lost again.  ':wacko:'



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #9 on: August 15, 2015, 02:38:44 am »


               

Well I just got all of these programs not that I know how to use any of them, well other then NWN Explorer. But hey I got to start some where.


 


2d17cm.jpg



               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Grass Question
« Reply #10 on: August 15, 2015, 08:45:09 am »


               

I think patience with yourself and trial and error testing is all you need with nwn. Some people here work with this game over more then 8 years and everyone was a beginner like you at some time. Just do little steps and use existing content that you can easily understand how the mechanic behind functions. Then go ahead and do the enxt thing '<img'>


I started to work on content a year later after messing around with some existing stuff and i cant tell you how many frustrating times i had to overcome not to just give up on specific things i wanted/ needed for myself '<img'>



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #11 on: August 15, 2015, 05:12:24 pm »


               

Does anyone know what the ground is called under the grass in the TNO (Castle Exterior Rural)?


 


I have tried earth grass dirt and I have had no luck so far.



               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Grass Question
« Reply #12 on: August 16, 2015, 04:28:23 pm »


               

then it might be "leaves". The texture is called tno_dirt01 or tno_grass!



               
               

               
            

Legacy_Tonden_Ockay

  • Hero Member
  • *****
  • Posts: 891
  • Karma: +0/-0
Grass Question
« Reply #13 on: August 17, 2015, 04:24:57 pm »


               

Thanks Baba Yaga, I found out it was tno01_grass but I know that I tried it before but who knows may be I misspelled it or had the wrong texture or something.