Author Topic: New Roads  (Read 613 times)

Legacy_Tonden_Ockay

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New Roads
« on: September 13, 2015, 02:31:30 pm »


               

Has anyone made roads like this?


 


1106376-bigthumbnail.jpg


 


I like the idea of grass between the wheel tracks.


 


If no one has then I will look into making some.



               
               

               
            

Legacy_MerricksDad

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« Reply #1 on: September 13, 2015, 03:58:50 pm »


               

You thinking to do shorter clumps placed on the tile, or are you thinking to increase the polygon count on the main flat and fill it with grass spawning walkmesh? I'd go with placed clumps (carpet sized), unless your tileset has short grass.



               
               

               
            

Legacy_Proleric

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« Reply #2 on: September 13, 2015, 04:09:31 pm »


               Placeable roads (as seen in CEP etc) are handy, as they can be placed without constraint, and don't peter out at bridges etc.


Of course, a grassy road would need to match the tile grass, but it could still usefully be a set of placeables.
               
               

               
            

Legacy_Zwerkules

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« Reply #3 on: September 13, 2015, 05:17:48 pm »


               

Placeable roads are only good for tilesets with completely flat terrain, which should have gone out of fashion years ago but sadly haven't and I fear they never will. Most single player module designers are stuck in the past and still think the CEP (and the tileset expansions in it) are the greatest thing since bread came sliced.


Those placable roads will also look wierd if grass is growing on them everywhere.


               
               

               
            

Legacy_s e n

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« Reply #4 on: September 13, 2015, 06:07:44 pm »


               

I did a similar crosser for the terria tileset



               
               

               
            

Legacy_MerricksDad

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« Reply #5 on: September 13, 2015, 06:16:12 pm »


               


Placeable roads are only good for tilesets with completely flat terrain, which should have gone out of fashion years ago but sadly haven't and I fear they never will. Most single player module designers are stuck in the past and still think the CEP (and the tileset expansions in it) are the greatest thing since bread came sliced.


Those placable roads will also look wierd if grass is growing on them everywhere.




Like this twice


               
               

               
            

Legacy_Proleric

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« Reply #6 on: September 13, 2015, 06:28:07 pm »


               First thing I do is turn grass off.


More generally, though more modern tilesets look better in themselves, storytelling is much easier if the tileset is a relatively blank canvass for creatures and placeables. It's possible to waste a lot of time "fighting the tileset".


That said, sloping placeable roads would be a bonus.
               
               

               
            

Legacy_Pstemarie

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« Reply #7 on: September 13, 2015, 07:51:47 pm »


               

Best way to do what Tonden is asking would be to make an actual series of road tiles where the ruts/tracks were slightly depressed into the geometry of the ground and textured with a dirt, mud, or gravel texture. The walkmesh between the tiles can then be set to grass material, leaving the ruts/tracks as dirt material and the areas adjacent to the roads as grass material. In this manner you would get an appearance identical to the picture Tonden posted.


 


The ruts/tracks could be a simple V track cut into the ground mesh and detached as a separate object. This would create the desired effect, still be low poly, and not require any special modification to the Z height of the walkmesh to accommodate the V-shaped cutout tracks. If you want something more realistic for the ruts, use a low-poly U-shaped scallop - probably a 6 face semicircle would suffice.


 


In essence, the geometry is an inverse of what I did for the Q ploughed fields. The furrows on those tiles are actually low-poly triangular peaks whose tips are slightly higher than the surrounding ground.


 


[EDIT]


 


There is also an easier way I just thought of if you don't mind sacrificing the 3-D geometry of the above method, but it requires a little work lining up the texture with the walkmesh...


 


If you just want to change the material in the walkmesh, all of the road tiles have a wide swath of dirt material that corresponds to the location of the road texture on the tile. All you would need to do is reconstruct that section of the walkmesh, adding a strip down the middle of the track and setting the material of the newly created faces to "grass". The easiest way to do this would be to...


 


1. Select the faces of the dirt material on the walkmesh and delete them - you'll be left with two outer faces of "grass" with a void down the middle


 


2. Clone the outer vertices on each edge of the deleted track and slide them toward the middle, creating a narrow path down the middle of the track


 


3. Create new faces, filling in the middle of the empty void created when you deleted the original dirt material faces from the object - you'll now have two strips of grass faces on the left and right, a thin void (where the track will go) on the left and right, and then a thinner strip of grass faces in the middle of the two thinner voids


 


4. Select the newly created faces and set the material to "grass"


 


5. Create new faces, one on each side of the newly created strip of grass faces.


 


6. Select the faces of each thinner strip and set the material to dirt (or stone if you prefer)


 


The walkmesh will look something like this when you are done...


 


roadwok_zpsxmoujnbg.jpg


 


[/EDIT]



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #8 on: September 14, 2015, 01:07:56 am »


               

I would love to have the ruts in the ground however as you all may know by now I'm still learning and have really just been working with textures. So that said I have started working on a retextured road that is like Pstemarie 2nd idea. I will post a screenshot when I have something to show. i just wanted to check to see if anyone had made any kind of road like this before I used my time to work on something.


 


I'm helping coach my older sons football team, coaching my younger two sons flag football team, and my two daughters are in cheerleading. So finding time to work on NWN has been hard since all that has started up.



               
               

               
            

Legacy_Michael DarkAngel

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« Reply #9 on: September 19, 2015, 09:10:55 pm »


               

How about something like this...


newRoads01.png


So far, it's only one tile and I haven't tested it in-game yet to see what it looks like.


 


Are the ruts too far apart?


Are they too skinny?


Are they deep enough?


 


I would probably use this as a replacement for the current rural roads.


 


icon_zdevil.gif


MDA



               
               

               
            

Legacy_T0r0

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« Reply #10 on: September 20, 2015, 12:47:25 am »


               Grab the caravan models and use that to determine wheel  width of the the tracks and ruts...

Also LOW  had a wagon that actually travelled, so it's good to use assets already available.  IMHO


Looks great !


Also the obvious point of note is that you need  to change every model vs just handful of tga
               
               

               
            

Legacy_Tarot Redhand

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« Reply #11 on: September 20, 2015, 01:28:33 am »


               

Personally I wish someone would make some really muddy roads as all of the tilesets I can remember seem to have bone dry ones.


 


TR



               
               

               
            

Legacy_3RavensMore

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« Reply #12 on: September 20, 2015, 03:46:01 am »


               

I just measured an old, old wagon--the horse drawn kind folks.  The track width was 4' 6". 



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #13 on: September 20, 2015, 01:07:30 pm »


               

It look pretty good to me.


 


The only thing I see is the lines dividing the dirt and grass are really crisp/clear/straight (to perfect). 


               
               

               
            

Legacy_Pstemarie

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« Reply #14 on: September 20, 2015, 02:41:13 pm »


               


It look pretty good to me.


 


The only thing I see is the lines dividing the dirt and grass are really crisp/clear/straight (to perfect). 




 


Yup, need to increase the poly count slightly and then drag some verts around to vary the width of the tracks.