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Tile Masks & Empty Tiles

badstrrefbadstrref Member Posts: 124
edited December 2017 in General Discussions NWN:EE

Post edited by badstrref on

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  • badstrrefbadstrref Member Posts: 124
    sadly i have no haks for this, its just photoshop magic
  • ProlericProleric Member Posts: 1,316
    This would be very cool.

    For example, a ship at sea ought to have a round mask horizon.

    Elemental planes might benefit from empty border tiles, and so on.
  • badstrrefbadstrref Member Posts: 124
    edited December 2017
    Ancarion said:




    I use giant placeables as borders around areas to accomplish a similar effect. I have one for mountains, one for forests, and another for hills, with alpha transparency to allow the skybox to shine from behind. I also use an animated one with a nebula-like texture that rotates around the area to represent an area in the midst of a planar rift. They could be shaped and textured however is needed, and create what I think is a convincing effect, much better than skyboxes alone.
    very nice, looks like a modern game
    Post edited by badstrref on
  • badstrrefbadstrref Member Posts: 124
    Ancarion said:




    I use giant placeables as borders around areas to accomplish a similar effect. I have one for mountains, one for forests, and another for hills, with alpha transparency to allow the skybox to shine from behind. I also use an animated one with a nebula-like texture that rotates around the area to represent an area in the midst of a planar rift. They could be shaped and textured however is needed, and create what I think is a convincing effect, much better than skyboxes alone.
    Very nice, it looks like a modern game.
  • ProlericProleric Member Posts: 1,316
    @Ancarion - do you plan to release those vista placeables on the vault? Very impressed with your work!
  • SymphonySymphony Member, Developer Posts: 142
    They are very cool, I've been considering the potential of adding extra models like that to the skybox models.

    The skybox models have a render clip of something like 1000m (100 tiles) whereas even static placeables currently have a two digit meter render that I don't recall precisely at the moment. I want to say about 85m, which is 8.5 tiles. This becomes more problematic with larger areas, which, even if they are still smaller than the ring, could give a distorted appearance if the player was far from the ring's center.

    I think it is also the case that the ring CAN be as large as the skybox, but setting its origin to the center of the area would cause it to downsample as you strayed from center. You could defeat this using TXI's to set downsamplemax, if you haven't already.
  • badstrrefbadstrref Member Posts: 124
    Some specific map settings + specifically using shiny water : void tile, still usesless for clear horizons & non shiny water set clients, + useless in so many other ways, but was fun to see this happen anyway


  • dunahandunahan Member Posts: 139
    @Ancarion: Beautiful views! What tileset did you use for that worden/elfen scene?
    @badstrref: Interesting tests :smiley:

    Something I'm interested though, since I used '~Worms Wagon Travel Interior~'. Even it is used only for one tile, these surrounding and moving 'skyboxes' are fascinating. Some of my players want to sit in those waggons and won't move out.
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