Mine Tileset==Great Template for Outdoor

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Mine Tileset==Great Template for Outdoor

Postby Omnifas » Sat Nov 21, 2009 12:53 am

Anyone ever consider taking the mine tileset and retexturing it to look like grass plains/cliff sides?

I mean it does have the basic look of a mountain region.
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Thu Dec 31, 2009 12:04 am

Agreed. This would be the ideal starting point into creating an outdoor tileset.

To pull it off properly, it wouldn't be too tough to do. Would require a few original grass and dirt textures, and then re coloring the current textures, removing un needed props, modifying & adding in props from other sets to make everything look right.

After I learn the basics of the toolset, I'd be interested in starting this up. I could start it now, but would rather be able to properly map first before doing it.
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Re: Mine Tileset==Great Template for Outdoor

Postby jamesL » Thu Dec 31, 2009 12:25 am

someone tried using the crypt tileset
viewtopic.php?f=6&t=6478
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Thu Dec 31, 2009 12:36 am

Well I'd be going for something darker and similar to the town. Theres enough assets in TL to get this going if the time is taken to make sure all the colors work together.

ADDED:

Still haven't looked at the editor, but I did try changing and editing the textures.

quick texture change test:
Image

From here I need to start removing, modifying and adding props to turn this into its own pallete and get that outdoor look going.
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Re: Mine Tileset==Great Template for Outdoor

Postby gorogorosama » Sat Jan 02, 2010 5:38 pm

wow, that looks great. i really am hoping someone can get an outdoor tileset working soon
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Sat Jan 02, 2010 11:18 pm

heres some updates on my progress:

finished retexturing and turning this into its own independent tile set. Its named cliff side. Removed all the mines specific stuff. It works ingame and in the editor and has tags. All floors, walls, trims, etc use their own textures an materials. A total of 148 meshes were modified
Ported and retextured the trees, grass, rocks and bushes from the town props folder to work with it. Current amount is 24.

Whats left to do:
+improve grass floor texture.
+put more plants and trees in. Going to also try and get some of the stuff from the town map into here as well. What you see in the torchlight town map is pre positioned and has the tree tops seperated from the trunks. Going to try and make them stand alones.
+port and modify some structures for it like bridges and sign post
+create more types of stair slopes
+create bottom trims to help blend the grass into rock walls better.
+finish example test map

Hoping to have something uploaded to try out this week. :)
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Re: Mine Tileset==Great Template for Outdoor

Postby Zidders » Sun Jan 03, 2010 6:57 am

IT's looking pretty good...would love to see some outdoor areas, or see someone mod an 'overworld' style map.
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Re: Mine Tileset==Great Template for Outdoor

Postby AttackGorilla » Mon Jan 04, 2010 4:20 pm

I was planning on using the town tileset with a few other tileset, but if someone wants to be me to it then that will save me some time. The town tileset has some nice overlays that make it look kind of like you are outside. I think the key will be not use any walls (like the mines), use things like railing and have land extend out beyond the railing where you can't see or get to so it looks like expansive overworld. I will try to put a proof of concept together when I get time....
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Tue Jan 05, 2010 9:51 pm

heres a screen shot from the editor

Image

Prop wise i've been picking out pieces of the town map and making them stand alone or small centered groups. Tree canopies are now included with the tree trunk meshes to make things much easier to use.

Next stop is to get some variations in color and terrian. It needs some blends from grass to dirt to weeds, etc.

One thing that could be done to help make the areas feel more open is to do what neverwinter nights did and create 3d forest walls. These were thick areas where the player couldn't walk and the forest looked too dense to even move in.
They also used an LOD system for the grass. When the camera was zoomed in close, you seen tons of blades of tall grass. When zoomed out, those blades gradually disapeared to help resouces.
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Re: Mine Tileset==Great Template for Outdoor

Postby Omnifas » Wed Jan 06, 2010 12:49 am

There are a few more trees/grass/bushes in the prop tag. I think they were for an earlier version of the Town since they are much lower quality.

Can't wait for your upload!
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Re: Mine Tileset==Great Template for Outdoor

Postby Dusho » Wed Jan 06, 2010 5:50 am

looks very nice and different from all dungeon sets
looking forward to see more
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Wed Jan 06, 2010 11:13 am

Omnifas wrote:There are a few more trees/grass/bushes in the prop tag. I think they were for an earlier version of the Town since they are much lower quality.

Can't wait for your upload!


I've added those props too. Their quality might be lower, but Runic did redo some of the textures for other props. So i've been able to fix some of them up.
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Re: Mine Tileset==Great Template for Outdoor

Postby hermeticcharm » Mon Jan 11, 2010 3:17 pm

This looks awesome! I was just about to start a project like this, can't wait to see your final version.
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Wed Jan 13, 2010 12:05 pm

More screen shots coming in the next few days. should also finally have a public beta up before the end of the month.

ADDED:

Editor screen shot:
Image
Last edited by revility on Wed Jan 13, 2010 9:41 pm, edited 1 time in total.
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Re: Mine Tileset==Great Template for Outdoor

Postby Zidders » Wed Jan 13, 2010 12:53 pm

This is looking fantastic! Definately keeping an eye on this. Hopefully, this will inspire and help others create more content for the game.
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Re: Mine Tileset==Great Template for Outdoor

Postby Dusho » Thu Jan 14, 2010 4:09 am

@revility: can I have a question?
When creating new tileset (new meshes and so), you created new [TILESET] with new name? or you just expanded some existing e.g. CAVE. I wasn't able to see (and select) my new props when creating extra DAT file (PROPS2.DAT) - I had to use existing (SUNKENTEMPLE.DAT), to add my PIECEs there.
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Thu Jan 14, 2010 12:52 pm

I started off with cloning the mine tileset dat file. Opened it in notepad++ and did a quick name replacement.
When it came to adding and removing pieces, that part needed to be done in the torchED. When adding or removing externally, I kept getting error messages when trying to view it in torched.
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Re: Mine Tileset==Great Template for Outdoor

Postby imprezzadude » Fri Jan 15, 2010 6:04 am

wow that is looking great! I had just posted to see if anyone was doing this! If i can be of any help please let me know. If you need any beta testers etc. I can also do textures etc. Im still new to the editor but making progress. Thanks for all the hard work!
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Re: Mine Tileset==Great Template for Outdoor

Postby RichardKain » Fri Jan 15, 2010 9:37 am

Don't forget one of the most important factors for changing the feeling of an "outdoor" tile set. You need to provide new sounds. Whenever you are in an interior environment, you get different ambient noises, as well as an echo. If you want your tile set to really feel like it is taking place outside, you should provide different ambient sounds. Some crickets chirping, perhaps some owls hooting, the kind of sounds that you wouldn't hear in a cave. Maybe a little more whistling wind.
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Re: Mine Tileset==Great Template for Outdoor

Postby revility » Fri Jan 15, 2010 10:28 am

agreed on the sounds & music. However, I am not a sound guy. If somebody could help me with that, it would be apreciated.

Working on the final set of props now. Wasn't going to add this stuff in at first, but I think you guys can find some use for it. Most of it is stuff like stone walls and grave yard pieces.

ADDED:
I tried out turning on the pre rendering for decals, trims and bushes. So far its working pretty good and stopped most of the visual problems.

My question is what is the difference between post, pre or not clicking a rendering method? How does it effect performance too?
Last edited by revility on Sat Jan 30, 2010 11:59 am, edited 1 time in total.
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