Nordous' Sceners Guild

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Parrot

Knight
WBWF&SNWVC
if you wanted/needed to you could always add in a new road prop that blends in nicely even from a close view (i know i would, but then i am obsessed with blending the borders with the scene). but as it stands it looks fine, nice scene as well!
 

In Vain

Count
I actually did that.  :grin: Still looks improvable, though.

So, I think Dale is nearly finished. Some streets and especially the landscape could use some more details, but, at the moment, I just don't care enough. Time for attention whoring! :shifty:

EHAd9.jpg

qkp8M.jpg

wIruy.jpg
wzWxu.jpg

MIKu7.jpg
cpoae.jpg
YhdLR.jpg

BrfYj.jpg
fresA.jpg
kpxWX.jpg
klSuG.jpg
kGl0p.jpg
QzvW4.jpg
tl1MR.jpg

uQZ6o.jpg

Q28NP.jpg
MfWOR.jpg

Edit: By the way, thanks to Mandible for the vertex colouring tutorial!
 

Ruthven

Baron
WBM&BVC
Looks great besides the waterfalls. Maybe consider using particle effects for the waterfall instead of scene props (or a clever combination of the two.)
 

Parrot

Knight
WBWF&SNWVC
Ruthven said:
Looks great besides the waterfalls. Maybe consider using particle effects for the waterfall instead of scene props (or a clever combination of the two.)

someone made a pretty cool waterfall model for warband using the texture animation that water uses; it still works! i made good use of it in b&i

L5QPuh3.gif
 

CounterPoint391

Master Knight
M&BWBWF&S
@In Vain: Looks damn fine, awesome scene. My only crit is the road  from gatehouse to bridge is super straight, which may be by design. I think it would be more visually interesting if it gently curved, similar to the main street gentle curve from gatehouse to castle.
 

In Vain

Count
Thanks, all of you! :smile:

I am no modder so I can only use what others (unknowingly) provide me with. The waterfall prop is TLD's and it uses some shader magic that actually looks quite good in motion. Though I wish I had a water vapor / mist prop similar to the smoke props to spice up the waterfalls a little.

@CounterPoint
Good idea! Sadly, I can't really change that as stupid me used a big polygon size for the map, so curved streets look ugly. I'd need a prop for this.
 

Temuzu

Marquis
WBM&BNWWF&SVC
As I recall there's a smoke prop that's not as strong as the huge smoke columns, however I can't recall what its called. Maybe try hiding camp fires under the water next to the waterfalls, they create a small amount of smoke that might just work.
 

kraggrim

Marquis
WBM&BWF&SNWVC
Don't the roast-chicken scene props/items have steam rising off them? Dunno of that could be extracted/modified/reused.
 

Ruthven

Baron
WBM&BVC
Code:
psys_water_splash_1 12802 prtcl_drop  20 0.850000 0.250000 0.900000 10.000000 0.000000 
0.300000 0.500000   1.000000 0.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 0.300000   1.000000 0.180000
0.300000 0.200000 0.100000   0.000000 1.200000 2.300000   0.300000 
50.000000 0.500000 
psys_water_splash_2 12802 prtcl_splash_b  22 0.400000 0.700000 0.500000 10.000000 0.000000 
0.300000 1.000000   1.000000 0.300000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 0.250000   1.000000 0.700000
0.400000 0.300000 0.100000   0.000000 1.300000 1.100000   0.100000 
50.000000 0.500000 
psys_water_splash_3 2 prt_mesh_water_wave_1  5 2.000000 0.000000 0.000000 10.000000 0.000000 
0.030000 0.200000   1.000000 0.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 4.000000   1.000000 5.200000
0.000000 0.000000 0.000000   0.000000 0.000000 0.000000   0.000000 
0.000000 0.500000 
psys_water_fall 12802 prtcl_splash_b  120 1.300000 1.000000 1.000000 1.000000 0.100000 
0.300000 1.000000   1.000000 0.600000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 0.500000   1.000000 1.800000
2.000000 0.100000 0.350000   0.000000 1.400000 0.100000   0.100000 
50.000000 0.500000 
psys_water_foam 9218 prt_foam_a  1 1.700000 1.000000 0.000000 0.000000 0.000000 
0.700000 0.700000   1.000000 0.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 4.000000   1.000000 4.500000
1.000000 1.000000 0.000000   0.000000 1.000000 0.000000   0.000000 
0.000000 0.500000 
psys_water_run 8194 prtcl_water_run  12 0.700000 -0.100000 0.000000 1.000000 0.000000 
0.300000 0.500000   1.000000 0.100000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
1.000000 1.000000   1.000000 1.000000
0.000000 1.100000   0.600000 0.600000
0.100000 0.100000 0.100000   0.000000 1.500000 0.000000   0.100000 
0.500000 0.500000

Here are some water particle systems you can use for waterfalls etc. I think they still need some tweaking to get right but they work ok.
The particle systems are:
water_splash 1 2 & 3 - put on the backs of rocks to look like water is splashing off of them
water_fall - for waterfalls, I think X is direction of the water
water_foam - to put at the base of the waterfall (with some splashes)
water_run - to make rapids
 

Ruthven

Baron
WBM&BVC
Ruthven said:
Made some changes to the particle systems on the waterfall, I think it looks much better (though still not quite perfect) now.
288y4io.jpg
Hard to capture exactly without the movement. I also happened to be using it with a very short waterfall, so it's harder to make anything out.  :oops:
Oh yeah, you'll need these scene prop codes too
Code:
spr_water_splash_a 0 0 0 0 1
-40.000000  1 1965 1 1008806316530991165 


spr_water_splash_b 0 0 0 0 1
-40.000000  1 1965 1 1008806316530991166 


spr_water_splash_c 0 0 0 0 1
-40.000000  1 1965 1 1008806316530991167 


spr_water_fall 0 0 0 0 1
-40.000000  2 1965 1 1008806316530991168 600 2 1152921504606847161 0 


spr_water_foam 0 0 0 0 1
-40.000000  1 1965 1 1008806316530991169 


spr_water_run 0 0 0 0 1
-40.000000  1 1965 1 1008806316530991170
 

Ruthven

Baron
WBM&BVC
Sherlock Holmes said:
Got modsys codes for that?
Bah, but it's so easy to do on your own!

...Here you go anyways.
particle systems:
Code:
		    ("water_splash_1", psf_billboard_3d|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prtcl_drop",
     20, 0.85, 0.25, 0.9, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.3, 0.5), (1, 0.0),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 0.3),   (1.0, 0.18),   #scale keys
     (0.3, 0.2, 0.1),           #emit box size
     (0, 1.2, 2.3),               #emit velocity
     0.3,                       #emit dir randomness
     50,                       #rotation speed
     0.5                        #rotation damping
    ),
    
    ("water_splash_2", psf_billboard_3d|psf_randomize_size|psf_always_emit|psf_randomize_rotation, "prtcl_splash_b",
     22, 0.4, 0.7, 0.5, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.3, 1.0), (1, 0.3),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 0.25),   (1.0, 0.7),   #scale keys
     (0.4, 0.3, 0.1),           #emit box size
     (0, 1.3, 1.1),               #emit velocity
     0.1,                       #emit dir randomness
     50,                       #rotation speed
     0.5                        #rotation damping
    ),

    ("water_splash_3", psf_always_emit , "prt_mesh_water_wave_1",
     5, 2.0, 0, 0.0, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.03, 0.2), (1, 0.0),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 4),   (1.0, 5.2),   #scale keys
     (0.0, 0.0, 0.0),           #emit box size
     (0, 0, 0),                 #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),

	    ("water_fall", psf_billboard_3d|psf_randomize_size|psf_randomize_rotation|psf_always_emit , "prtcl_splash_b",
     120, 1.3, 1.0, 1.0, 1.0, 0.1,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.3, 1.0), (1, 0.6),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 0.50),   (1.0, 1.8),   #scale keys
     (2.0, 0.1, 0.35),           #emit box size
     (0, 1.4, 0.1),               #emit velocity
     0.1,                       #emit dir randomness
     50,                       #rotation speed
     0.5                        #rotation damping
    ),
	
	    ("water_foam",  psf_turn_to_velocity | psf_always_emit|psf_randomize_size, "prt_foam_a",
     1, 1.7, 1, 0.0, 0.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.7, 0.7), (1, 0.0),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 4),   (1.0, 4.5),   #scale keys
     (1.0, 1.0, 0),           #emit box size
     (0, 1, 0),                 #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),
	
	    ("water_run", psf_randomize_size|psf_always_emit , "prtcl_water_run",
     12, 0.7, -0.1, 0.0, 1.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.3, 0.5), (1, 0.1),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (0.0, 1.1),   (0.6, 0.6),   #scale keys
     (0.1, 0.1, 0.1),           #emit box size
     (0, 1.5, 0),               #emit velocity
     0.1,                       #emit dir randomness
     0.5,                       #rotation speed
     0.5                        #rotation damping
    ),

Scene props:
Code:
  
    ("water_splash_a", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_splash_1"),
		]),
    ]),
  ("water_splash_b", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_splash_2"),
		]),
    ]),
  ("water_splash_c", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_splash_3"),
		]),
    ]),
  
    ("water_fall", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_fall"),
		#(play_sound,"snd_water_running", 0),
		]),
    ]),
	
	  ("water_foam", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_foam"),
		]),
    ]),
	
	    ("water_run", 0, "0", "0", [
	(ti_on_init_scene_prop,
		[
		(particle_system_add_new, "psys_water_run"),
		]),
    ]),

If somebody gets a better look by tweaking the particle systems please share it here. I was going to do more work on these but never got around to it. Also I'd love to see screenshots.
 

In Vain

Count
That looks really great and I'll definitely try it out! (If I manage to implement it correctly, that is.) Why don't you make it an OSP kit?
How heavy is it performance-wise, though? I noticed that WB, while handling many polygons pretty well, doesn't seem to like scenes with many particle effects like fire and smoke (siege scenes...).

@Sherlock
Looks nice! You could try to add some additional 'fake lighting' around the crystals by slightly painting the surrounding ground in the respective colours.
 

Marko͘

Section Moderator
WBNWM&BWF&SVC
An .sco is a file type defining the scene as a whole. That means the 'level' itself with all the props placed on it + combining the terrain generated.

If you want to include your own scene props into a new mod, you need the Module System and openBrf(Used to import .obj files).
 
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