Author Topic: Project Q TNO reskin  (Read 669 times)

Legacy_Tonden_Ockay

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Project Q TNO reskin
« on: September 06, 2015, 04:49:33 am »


               

Hi all


 


After doing the wild wood reskin hak I thought I would do a reskin for the TNO tileset. So I did one for the Project Q TNO because it has some trees and stuff frome wild woods in it. Any way here is a screenshot.


 


I tried to get it so the ground grass didn't look bad if someone doesn't use the tall grass graphics. I also worked on wild woods and TNO grass to try and make them blend some what. I also tried to get the ground grass to match up with the tall grass so when looking out that they would blend well together. 


 


315j0j6.jpg


 


24w8z6d.jpg


 


 


Ground texture was taken from Medievel City, I just played with the colors and lighting. Tall grass is from toro I believe. As for the tree leaves I just played with the colors and lighting.


 


I didn't make anything I used other peoples work and played with colors and lighting.



               
               

               
            

Legacy_Cannonade

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Project Q TNO reskin
« Reply #1 on: September 06, 2015, 06:51:06 am »


               

That looks pretty neat.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #2 on: September 07, 2015, 03:46:15 am »


               

Does this look better?


 


snj8l3.jpg


 


Tried to make the grass a little less green and a little more burnt from the sun.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #3 on: September 07, 2015, 06:20:08 am »


               

Is the green to green?


 


Is the sun burnt grass not green enough? 


 


I think the sun burnt look might be a bit much so I will try to find something in between the two.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #4 on: September 07, 2015, 06:30:04 am »


               

May be this one?


 


f2r91w.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #5 on: September 07, 2015, 12:22:21 pm »


               

I like the most recent one.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #6 on: September 07, 2015, 01:33:01 pm »


               

Rural Grass and ground reskin/texture change


 


ipxjck.jpg


 


 


I'm trying to get a nice universal look between the tilesets so one tileset doesn't have to have everything and when you zone from one area to another they some what blend. Well in the forest with tree cover the grass and ground will look a little different, but I'm working on the open grassy fields at the moment.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #7 on: September 07, 2015, 02:23:43 pm »


               

I'm finding out that each tileset makes the grass look a little different. I'm not 100% sure what causes this.


 


I tried adding the grass from the two pics above to Medieval tileset but it doesn't look the same. I did add the .set file to my override hak and changed the crass settings to the same as the rural grass settings and upped the density.


 


[GRASS]


Grass=1


GrassTextureName=tcm01_grass3d


Density=10.000


Height=1.200


AmbientRed=0.500


AmbientGreen=0.600


AmbientBlue=0.300


DiffuseRed=0.500


DiffuseGreen=0.600


DiffuseBlue=0.300


 


But this is what it looks like.


 


302ctn9.jpg


 


 


 


I would like to try and get the same look as the two pics above. but the tip of the grass looks different in Medievel for some reason and the grass looks darker. I could make changes so the grass is lighter but I'm not sure how to fix the tips of the grass.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #8 on: September 07, 2015, 02:44:00 pm »


               

not much to talk about yet. You only focus on grass '<img'>. And tno has lots of other textures that could be changed... take the stucco and brick combination as an example '<img'>



               
               

               
            

Legacy_YeoldeFog

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« Reply #9 on: September 07, 2015, 03:17:23 pm »


               

Can we see an before/after pic? '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #10 on: September 07, 2015, 03:37:41 pm »


               

I'm mainly trying to get the grass to be close to the same across the tilesets that I plan to use, like standard Rural, TNO, Medieval, and so on. That way when zoning between the different tilesets they will look close to the same.


 


Once I have the grass done I will work on leaves, brush, and roads. I just want the transition between my different tilesets to blend well.


 


 


Before


 


2m79shg.jpg


 


 


 


What I am working on


 


wuh2xc.jpg


 


 


 


I like working with different tilesets because not one tileset offers everything. However if I just use them with out making changes the grass, trees, and roads are all different. When I leave a town on a road I want the road, grass, and trees to look close to the same down the road in then next area/tileset.


 


As for buildings, different towns can vary on the looks of buildings from town to town wood, stucco, brick, stone, and so on. So reskinning buildings is something I will do and or use some work that others have done to get the look I want. However that will come later.  



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #11 on: September 07, 2015, 04:39:51 pm »


               

For Example:


 


 


Rural Before


 


dme6ug.jpg


 


 


TNO Before


 


1zdluh3.jpg


 


 


 


 


Medieval City Before


 


2q9fhty.jpg



               
               

               
            

Legacy_Zwerkules

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« Reply #12 on: September 07, 2015, 04:42:12 pm »


               

Hmm, your grass density is very high. It looks good, but does it still run smoothly on your computer?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #13 on: September 07, 2015, 04:57:36 pm »


               

It runs great on my PC but I have


 


AMD Eight-Core Processor 3.10 GHz


8GB of Ram


AMD Radeon HD 6700 Series 4GB of RAM


64bit Win7 OS


 


So I don't know how it would run on a lower end PC. But does NWN use more then one Core? Plus isn't 4GB of Ram over kill for NWN? I don't know at what point in system requirements is over kill for NWN1.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #14 on: September 07, 2015, 05:17:18 pm »


               

I tend to play or build stuff with grass turned off. When i create tilesets i never realy use grass a lot and only in specific locations to cover up some not-finaly-alligned textures '<img'> or where it realy adds the densitity of grass i need. I have grass placeables that do it for me and they are huge and different. Much more variety in placeables as the hardcoded grass.