Author Topic: Merricksdad's Middledark Tileset  (Read 7892 times)

Legacy_MerricksDad

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Merricksdad's Middledark Tileset
« Reply #120 on: January 17, 2016, 04:17:06 am »


               

Back in SCL, I have been checking out the cave pillars and other various rock structures. They're really odd looking, but not detrimental to the tileset they used. The texture used gives it somewhere between that hand-painted cartoony look of WoW, and a better textured world of Skyrim. I like it, but I don't think it will fit my needs with this set. Nor does the carved looking stone have any purpose for me. It's like somebody cut stone with a lightsaber, sharpening the stone like an art pencil. Unless beholders are making stone spears, it kinda makes me thing some dude just roams the Underdark tossing laser beams around like a subterranean Edward Scissorhands.


 


But, looking into some of the drow architecture in the drow caves set, I do really like the 8-grooved pillars and wall buttressing. Comparing that to those found in DDO and NWO, they're all quite similar, and I really like them all, even to the point where I want to clone every inch into NWN. I can think of a few other images I have seen that would greatly add to the theme, if only worked a little bit, so I really feel this entire drow-themed sub-region of my tileset coming forward and wanting to be made.



               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Middledark Tileset
« Reply #121 on: January 17, 2016, 04:13:09 pm »


               

Just a thought for further inspiration, have you looked at the cave interiors in Fallout 3 and Fallout New Vegas? Some of those look interesting to me.


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #122 on: January 17, 2016, 06:04:03 pm »


               

I have not, but it did occur to me that I really should. Perhaps today is the day '<img'>


 


Edit:


Ah! Yes very nice. I like the one with water features in some of the screen shots.



               
               

               
            

Legacy_MerricksDad

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« Reply #123 on: January 22, 2016, 07:33:34 pm »


               

Going to have to work on this tomorrow. I can't focus on anything now that I put my mind on more orthographic drawings. I should have just worked on that homework like on Sunday.


 


I did get color clones made for all the quartz shaped crystals, after first trimming down the poly count and getting rid of verts within 22cm. No major visual change occurred, which is what I was afraid might ruin them. All fine now.


 


I'm calling mushrooms and crystals done for now, and will instead return to my to-do lists from previous pages. Might as well copy them forward to here:


  • Repair and finalize pit/rock and pit/rock/pit-crosser combos

  • Finalize rock crosser

  • Finalize terrain height transition

  • Cut and finalize group height transition "rooms"

  • Add corner corridor with height transition

  • Finish +2 corridor height transition

  • Secondary "room" terrain as special corridor

  • Cut and finalize all other "rooms"

  • Great Chasm terrain

  • Hanging bridges for great chasm

  • Animate Dark Lake terrain

  • Clone Pit/Pit Crosser to Watery Pit/Watery Pit Crosser

  • Animate Watery Pit


               
               

               
            

Legacy_YeoldeFog

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Merricksdad's Middledark Tileset
« Reply #124 on: January 23, 2016, 09:17:44 am »


               

How about a pre-release of the rocks, crystals and mushrooms?! '<img'>



               
               

               
            

Legacy_MerricksDad

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« Reply #125 on: January 23, 2016, 03:25:47 pm »


               

Working on it. Just writing a script to align all the models and center them on the nearest 500cm line, adjusting center as needed so it is always centered on the aurorabase.


 


Edit:


 


Here's the mushroom pack 1 test kit


(no shadows, no pwk)


 


Here's the boulders and cave formations pack 1 test kit


(no shadows, no pwk)



               
               

               
            

Legacy_shadguy

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« Reply #126 on: January 23, 2016, 10:09:01 pm »


               

Very cool stuff!   Thank you for sharing!


 


FYI, looks like a texture or two may be missing or sitting in your override (ref: below).


 


-Dave


 


MD_rocks_001_fb.jpg



               
               

               
            

Legacy_MerricksDad

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« Reply #127 on: January 23, 2016, 10:18:07 pm »


               

Interesting, I forgot the column was a different texture, but I was certain I put in detail02 for the bats. Will repack


 


Edit: added a replacement hak for the cave formations on the vault



               
               

               
            

Legacy_MerricksDad

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« Reply #128 on: January 24, 2016, 12:22:26 am »


               

Still working on the crystals. The original scale shown is far too large to be useful to me. I'm trying 50% for now to see what happens.


 


Also, had to spend a few hours getting the crystals to sparkle. The toolset seems to be buggy today. I've had to go into every crystal placeable and turn on then off usable, then do the same with static, or they don't sparkle.



               
               

               
            

Legacy_shadguy

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« Reply #129 on: January 24, 2016, 02:31:42 am »


               

I dig the little bats in the fixed up HAK - cool little detail.  '<img'>


 


-Dave



               
               

               
            

Legacy_MerricksDad

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« Reply #130 on: January 24, 2016, 03:13:46 am »


               

I think they'll look better up higher, so I'm going to make a few placeable singles, and a 3-pack of bats. The texture has 6 single unique bats I can use. Maybe they could be slightly animated too, with just a little wiggle.


 


Also still playing with the flowstone texture, trying to reduce that hard line, and at the same time not give it too much transition distance. The original I had shown looked better, unless you zoomed in, then you could see under stuff too easily. I may need to slice all the stalagmites and widen the lowest ring, forcing it to transition over a longer distance in a smaller height.



               
               

               
            

Legacy_MerricksDad

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« Reply #131 on: January 24, 2016, 04:06:09 pm »


               

First things first today, I got that stalagmite texture base fixed.


 


Second thing, which is actually a list:


  1. clean kitchen

  2.    
  3. finish laundry

  4.    
  5. make white chicken chili

  6.    
  7. cut veggies

  8.    
  9. clean fridge of all week old leftovers

  10.    
  11. pack up all the recycling I forgot to do yesterday which is filling my house like a trash yard

If time permits, skip working on those damn crystals, and get directly on the pit terrain. I don't want to think about the crystals too much because I found that unless they go into the game as was shown on the previous few pages, they lighten up too much and require a bunch of special work to make them shine like other crystal stuff I have done, including redoing the texture nearly completely.


 


Alternately, if I do just put them in the game as was shown, they come out looking really flat and in a cave-light setting, they are pretty much worthless.


 


So what I want to do is reduce the contrast on the textures I showed, as well as darken them down. If I can reach the texture quality I did with the emerald and amethyst hammers, then I can just duplicate how I did those entirely and make some fantastic cave gems.


 


Here's another thing I was thinking about:


  • reduce contrast on existing textures

  • clone the mesh, inverting the face normals

  • apply a single color texture to the mesh clone (single texture could be shared across all crystals)

  • give the original texture the blending:additive quality

  • reduce the base texture variety to about 5 (from 17?)

This would make the crystal darker and more colorful, and the outside layer would give the shiny appearance only


 


Another option:


  • give every texture variety  (a-p) its own unique env map which is rich in color, moving most of the colorant from the texture to the envmap

  • reduce the base texture variety to about 5

so many options, but so little time.



               
               

               
            

Legacy_MerricksDad

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« Reply #132 on: January 24, 2016, 07:01:50 pm »


               

I couldn't help myself. This crystal combo I came across is amazing.


 


0cp4c0Q.png


 


This is two meshes. The first (underlying) mesh is 1cm face extruded from the second. It uses a texture somewhat similar to the previous crystals, but having a noticeable gradient from top to bottom (which I might work on further), and has no alpha channel. I set the opacity on the mesh to 50%, and gave the texture an envmap to use to fill part of the opacity loss, using txi. I also set the self-illumination on the underlying mesh to 50% cyan, making it glow in the dark, and altering the overall color to aqua no matter when/how viewed.


 


On the second mesh, I used ChiliSkinner to create a polygon map, which I screen captured. Then I used a basic line drawing tool to draw just the face edges that I wanted to highlight. After blurring the map I created an alpha layer from the brightness, making the crystal faces very shiny, and the crystal frame not at all shiny. I then gave this texture its own txi which also gives it the same custom envmap, as well as sets the blending mode to additive.


 


In daylight, the crystal is mostly transparent, but you can see the glassy play of faces very easily. In the dark, the top really glows, and the bottom mostly flickers. The two layers of crystal face flashing join together to make a high contrast flicker, and their respective opacities join together to prevent a totally metallic look.


 


If had to change anything I would reverse the positions of the meshes and make the underlying crystal face less transparent, giving it a less glassy look, where you could also show more detail in the base texture. Alternately, a third layer outside the edge map layer could be applied using no opacity or alpha layer, and also setting the blending mode to additive, basically making a light map layer. You could then move the self-glow from the main mesh to the 3rd layer, and possibly use white instead of cyan.



               
               

               
            

Legacy_henesua

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« Reply #133 on: January 24, 2016, 07:18:51 pm »


               

Can you upload the assets for an example crystal so that we can play with it? That sounds really cool and it would be interesting to see that method picked up by other CC artists.



               
               

               
            

Legacy_MerricksDad

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« Reply #134 on: January 24, 2016, 08:39:39 pm »


               

Sure!


 


Here's the placeables.2da line



1009       "MD:Crystal-B 001"          ****     pmd20_00506         ****         ****           ****           ****           17             1            0         ****      dlag__ref01  0

And here is the model and textures


 


https://www.dropbox....Crystal.7z?dl=0