New mountains tileset
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OldMansBeard
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[quote=lord rosenkrantz;33258]Interesting idea. Far from what I am aiming to with this tileset, but there seem to be good material there. Currently meditating on it[/quote]
Screenshot from a test module to illustrate what I had in mind. The village placeable covers about one tile and I'm actually standing about 2 tiles away from it, so it's within clickable range.
[ATTACH]106[/ATTACH]
Screenshot from a test module to illustrate what I had in mind. The village placeable covers about one tile and I'm actually standing about 2 tiles away from it, so it's within clickable range.
[ATTACH]106[/ATTACH]
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Guest
Yes, it sounds more and more interesting. As the clickable range should ignore the z-axis, I think we could fake proper valleys while standing on the edge of a canyon. It should also allow to scale down the textures (increasing the density of pixels), so that the illusion of distance is reinforced. Since they'd be painted as groups, a few extra elements like progressively scaled trees on the mountain/hill sides could also help to obtain a better result
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OldMansBeard
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[quote=lord rosenkrantz;33269]Yes, it sounds more and more interesting. As the clickable range should ignore the z-axis, I think we could fake proper valleys while standing on the edge of a canyon. It should also allow to scale down the textures (increasing the density of pixels), so that the illusion of distance is reinforced. Since they'd be painted as groups, a few extra elements like progressively scaled trees on the mountain/hill sides could also help to obtain a better result[/quote]
Yes. That's it.
No problem with the clicking range. In the test module, I scripted the placeable so that clicking on it took me to a waypoint in the village area that I had made the placeable from. I can click on it from where I was standing for the screenshot and go straight there. So it works in principle.
I think we would need to do something about the grass, though. It's poking up through the houses.
Yes. That's it.
No problem with the clicking range. In the test module, I scripted the placeable so that clicking on it took me to a waypoint in the village area that I had made the placeable from. I can click on it from where I was standing for the screenshot and go straight there. So it works in principle.
I think we would need to do something about the grass, though. It's poking up through the houses.
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lord rosenkrantz
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Grass shouldn't be a worry, we can set the walkmesh to "leaves" material, or even better, since we must avoid characters actually setting a foot in the miniaturized villages, we should be able to use a simple 2 faces poligon as our walkmesh (which personally is something I find most rewarding: when I build a tile, the more I can reduce the number of faces in the walkmesh, the more I feel almighty)
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lord rosenkrantz
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Just another clickable image to illustrate the what I mean by "valley at the bottom of a canyon". Shape and size of the valley will be open to different solutions obviously, but I think that looking at it from the top of the rocky mountain already kinda gives us the impression of a far away valley. We just need to increase such an illusionary effect ^_^
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_06.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_06.jpg[/IMG]
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OldMansBeard
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Looking good. I'm feeling inspired. ^_^
I'm going to have a go at making some proper village placeables.
I think I'll go for 8x8 areas shrunk to 10% to make 8mx8m placeables. Fade out the ground around the edges, so your underlying ground texture shows through. Give everything a bluish tint with maybe 0.7 0.7 1.0 for ambient / diffuse on all the meshes. Find ways to simplify the meshes.
Then write a script that automatically generates the placeable .mdl files from .are files ...
I'm going to have a go at making some proper village placeables.
I think I'll go for 8x8 areas shrunk to 10% to make 8mx8m placeables. Fade out the ground around the edges, so your underlying ground texture shows through. Give everything a bluish tint with maybe 0.7 0.7 1.0 for ambient / diffuse on all the meshes. Find ways to simplify the meshes.
Then write a script that automatically generates the placeable .mdl files from .are files ...
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lord rosenkrantz
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Just think of how powergamey would feel to be able fireballing a whole village from above
We could also scale down some humanoid models and scrip them to wander in the distance among the tiny buildings, hehe
As I write I am testing a combo of textures and transparencies that should increase the feel of above-the-timber-line mountains. Adding flowery meadows to the grass meshes ^_^
We could also scale down some humanoid models and scrip them to wander in the distance among the tiny buildings, hehe
As I write I am testing a combo of textures and transparencies that should increase the feel of above-the-timber-line mountains. Adding flowery meadows to the grass meshes ^_^
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lord rosenkrantz
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Download and test version alpha1
Another couple of clickable thumbnails. They come from the "adding high mountains flowers" stage which I'm currently working on. Have a close look and please tell me what you think of it
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_08.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_07.jpg[/IMG]
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In the meanwhile, I have uploaded the very first version of the tileset. You all can download it and have a look and a feel of walking in a high mountain environment (test module included). Or use it to build some areas of your liking. At the moment the options included in this version are very limited, but could be useful for testing the area looks with different light/weather settings. Or to test how it looks like after adding some vegetation to it (CEP2 has its uses after all ^_^ ).
Just remember:
- no minimaps yet
- very few variations
- no raise/lower option (peaks are still to be added)
- no native vegetation yet
- no area border tiles
- anything else that you can't find, it's not in YET
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Grab it here
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Please report when the link has expired, I'll upload it again.
Also I'd like to have feedback about game performances, if you seem to have any issue (I haven't noticed any, but one never knows)
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_08.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_07.jpg[/IMG]
--------------------------------------------------
In the meanwhile, I have uploaded the very first version of the tileset. You all can download it and have a look and a feel of walking in a high mountain environment (test module included). Or use it to build some areas of your liking. At the moment the options included in this version are very limited, but could be useful for testing the area looks with different light/weather settings. Or to test how it looks like after adding some vegetation to it (CEP2 has its uses after all ^_^ ).
Just remember:
- no minimaps yet
- very few variations
- no raise/lower option (peaks are still to be added)
- no native vegetation yet
- no area border tiles
- anything else that you can't find, it's not in YET
----------------------
Grab it here
----------------------
Please report when the link has expired, I'll upload it again.
Also I'd like to have feedback about game performances, if you seem to have any issue (I haven't noticed any, but one never knows)
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Sherincall
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