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Dark_Ansem

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Posts posted by Dark_Ansem

  1. I think you want the first normal map because the red channel represents the x normal - the second one is actually "inside out".

     

    There is some pretty cool tech for making normal maps from 2D images (like this recent Kickstarter), but I don't know how you would get a height map out of it, which is what you need to have the terrain occlude things.  3D is the way to go, I think.

     

    well, it's a start! thank you!

    I tried a 3d rendering program and in fact, it did work better :)

  2.  

     

    I don't think that starting with a 2D image to generate the maps is a good idea; try to use a 3D modeller instead and use the render tools to create the maps.

    This is the workflow that Obsidian uses and should bring you much closer to usable results.

     

    As a basis, you could use this to extract high definition 3D assets like trees or cobblestones to create a small 3D landscape:

    http://www.turbosquid.com/3d-models/free-max-model-villa-environments-house/648735

     

    Also, you could extract the trees and buildings from Neverwinter Nights 2 if you need more 3D assets to work with.

     

    but no 3d exists of the incredibly unique style of Planescape Torment, I have so much love for it :p

     

     

    I thought this was about developing a workflow for writing a tutorial...

    If not, then sure, go ahead. I'm just saying you are making this way more complicated than it has to be ;)

     

    You can easily replicate the 2D image with any 3D modeller and get the benefits of being able to render those maps directly. It's just flat ground with rocks after all...

     

     

    Here's a tutorial on generating normal and displacement maps with Blender, a free 3D modelling tool:

    http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal

     

     

    oh no go ahead I need all the help I can get...

  3. I don't think that starting with a 2D image to generate the maps is a good idea; try to use a 3D modeller instead and use the render tools to create the maps.

    This is the workflow that Obsidian uses and should bring you much closer to usable results.

     

    As a basis, you could use this to extract high definition 3D assets like trees or cobblestones to create a small 3D landscape:

    http://www.turbosquid.com/3d-models/free-max-model-villa-environments-house/648735

     

    Also, you could extract the trees and buildings from Neverwinter Nights 2 if you need more 3D assets to work with.

     

    but no 3d exists of the incredibly unique style of Planescape Torment, I have so much love for it :p

  4. Warning: Image heavy.

     

    So, I refuse to give up on this point, and I've decided to do at least the basic steps in creating a new area.

     

    This is the base area, from Planescape Torment - Baator.

     

    izO7Vm.png

     

    This is my first attempt at the Normal Map


    sQfmby.png
     
    DRcOHt.png
     
    These ones are attempts at the displacement map

    dHwb1U.png
     
    wEC0vP.png

     
    Specular mask

    7hSkNT.png
     
    qO9GzT.png

     
    Ambient occlusion map


    WicIHV.png
     
    HSIaRk.png
     

    Opinions? I can't quite decide between the first and second Normal Map...

    • Like 1
  5. I don't know what our plans are going forward but, I do know we are shipping with the version of Unity we are currently using (4.6).

     

    Just for some insight, last time we upgraded Unity, Dyrford Crossing mouse collision handling broke on a lot of little plant containers (as is with beta version 435). It took us a few weeks to diagnose the problem and find a solution. But that's the kind of unknown mystery that can crop up from upgrading and why it would be dangerous as of right now to do so.

     

    I agree with Sensuki. Could you consider this for the expansion?

    Shadows Heretic Kingdoms is considering it for Ogre3D, I'm actually also helping :p

    • Like 1
  6.  

    If legal issues are the reason we won't get certain tools, there is always certain "unofficial" ways of getting tools to the masses.

    Yes, by all means, let's continue the myth that devs are a-okay with piracy.

     

     

    [An incredibly well constructed and proved point. I wish I had the time to do so.]

    Such an incredible effort just to prove me wrong. 

    ... he proved you wrong. He gave you the proof you wanted. Holy ****.

     

    To say nothing of the fact that you guys hate publishers until you want them.

     

     

    Ignoring the fact that your first statement doesn't make any sense, it's not like there is NO reason to be very dissatisfied with publishers: The Sith Lords. does the name tell you anything?

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