Geography - How do you see TSM?
Moderators: Wynna, NWN2 - 03 DM
- LancasterX_2
- Shambling Zombie
- Posts: 82
- Joined: Wed Jun 13, 2007 4:56 am
OK, I know this thread is aimed at TSM. And the stuff ElC is putting up is breath-taking.
But I think TSM is already breath-taking. In fact, it is f***ing gorgeous.
Why redo what is already really well done?
What I am sayin is why not help out the other guys who are still building servers?
I mean, there is only so much space in the TSM mod, so they'd have to go through all the stuff of testing exteriors and memory and stuff like that. And TSM is screaming for interior work to be done and more statics.
So, sorry if I am pissin anyone off, but I think all the outside work on TSM is done, and there are other mods screamin for exterior work, and this stuff, ElC, is too beautiful to let slip away.
But I think TSM is already breath-taking. In fact, it is f***ing gorgeous.
Why redo what is already really well done?
What I am sayin is why not help out the other guys who are still building servers?
I mean, there is only so much space in the TSM mod, so they'd have to go through all the stuff of testing exteriors and memory and stuff like that. And TSM is screaming for interior work to be done and more statics.
So, sorry if I am pissin anyone off, but I think all the outside work on TSM is done, and there are other mods screamin for exterior work, and this stuff, ElC, is too beautiful to let slip away.
- ElCadaver
- Rust Monster
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- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
Just to state again, I was never having a go at TSM builders. I understand that some of the travel areas were basic in the early post launch weeks (even these have been updated now), and the towns and main places are fantastic. I was just getting excided about building, so I offered to TSM's team, out of appreciation for the work they had done qwith such a great server, and the DM they had given me. If anyone wants some outside areas done, just send me a PM. I've got exams in 2 weeks, then a good month of building time. The current stuff is just pre exam procrastination.LancasterX_2 wrote:OK, I know this thread is aimed at TSM. And the stuff ElC is putting up is breath-taking.
But I think TSM is already breath-taking. In fact, it is f***ing gorgeous.
Why redo what is already really well done?
What I am sayin is why not help out the other guys who are still building servers?
I mean, there is only so much space in the TSM mod, so they'd have to go through all the stuff of testing exteriors and memory and stuff like that. And TSM is screaming for interior work to be done and more statics.
So, sorry if I am pissin anyone off, but I think all the outside work on TSM is done, and there are other mods screamin for exterior work, and this stuff, ElC, is too beautiful to let slip away.
Here is another one where I have the scale a bit better, and only 4 textures. Got the heightmap creation and texturing down to about 15 mins for a terrain like this now.



That's just brilliant EC.
As Rick and indio said day one, getting this server to live was one thing and an awesome job it was as well.
The majority of things are fantastic i think it's great when others can pitch in to beautify the server while the lads focus on live DMing, bug fixing and improving the 'node' areas.
Makes this place seem like a functioning community!
As Rick and indio said day one, getting this server to live was one thing and an awesome job it was as well.
The majority of things are fantastic i think it's great when others can pitch in to beautify the server while the lads focus on live DMing, bug fixing and improving the 'node' areas.
Makes this place seem like a functioning community!
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
What Dorn said.
Your work has improved significantly in just a few days. YATT is the key to beautiful NWN2 areas. I didn't discover it until I'd finished building TSM's exteriors of course, but that's the way I learnt the toolset.
I love Rick's work on the roads and Silverwood. All the way along, everything he's done, he's made it worth the effort. Seeing you design areas now ElC, and doing it for us, heck, it's about the best thing you could do to show your appreciation.
I hope over time players pick up the toolset like they did in NWN1. The best NWN1 servers were being built for years, not just before they went live.
Your work has improved significantly in just a few days. YATT is the key to beautiful NWN2 areas. I didn't discover it until I'd finished building TSM's exteriors of course, but that's the way I learnt the toolset.
I love Rick's work on the roads and Silverwood. All the way along, everything he's done, he's made it worth the effort. Seeing you design areas now ElC, and doing it for us, heck, it's about the best thing you could do to show your appreciation.
I hope over time players pick up the toolset like they did in NWN1. The best NWN1 servers were being built for years, not just before they went live.

- ThinkTank
- Delayed Epic Fael
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Ah, Righto.ElCadaver wrote:TT, I've made these without even touching the toolset, bar grass and trees. Thats my point, to use World machine and YATT to be able and hieghtmap and texture an area in a very short time. What I'm doing at the moment is maiking lots of different circuits in WM and seeing what translates best to terrain in the toolset. At the moment, the best is just combining two plain old perlin noise generators on different settings with things like simple displacement, terrace or ramp.
I'm more of a quality control freak, could never trust YATT to do it right.


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Mikayla
- Valsharess of ALFA
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The glaciers look pretty damn good, I have to say. Of course, actually traversing a glacier can be REALLY dangerous but I don't know if that kind of danger is possible to build in.
ALFA1-NWN1: Sheyreiza Valakahsa
NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
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NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
NWN1-WD: Shein'n Valakasha
Perhaps having a REFLEX save every "x" time or distance to reflect possible slipping/etc..?The glaciers look pretty damn good, I have to say. Of course, actually traversing a glacier can be REALLY dangerous but I don't know if that kind of danger is possible to build in.
I'narr en gothrim glinuva nuin I'anor
- AcadiusLost
- Chosen of Forumamus, God of Forums
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We could certainly stick triggers for saves and AT-slips here and there, but the logistics of making wherever you would fall/slide to walkable/escapable is a real potential challenge. If the builder thinks about it from day one, though, it's potentially doable. I recall earthspurs in NWN1 had some nice handling for some of these things.
Better add Feather Fall first.AcadiusLost wrote:We could certainly stick triggers for saves and AT-slips here and there, but the logistics of making wherever you would fall/slide to walkable/escapable is a real potential challenge. If the builder thinks about it from day one, though, it's potentially doable. I recall earthspurs in NWN1 had some nice handling for some of these things.
Jagoff.
That looks fantastic.
spot and falling through...
Suspect there is more to it than that - like coming across a weakfoaloke wrote:Perhaps having a REFLEX save every "x" time or distance to reflect possible slipping/etc..?The glaciers look pretty damn good, I have to say. Of course, actually traversing a glacier can be REALLY dangerous but I don't know if that kind of danger is possible to build in.
spot and falling through...
- ElCadaver
- Rust Monster
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- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
You are in control with YATT. If you think about it you can write the equation to precisely define where you want a texture. I found out yesterday that you can multiply Height by more than 0.1 to 1. Than means the higher, the more pressure the texture is applied. For example, (HEIGHT*35)*(HEIGHT>0.7) will snow cap your mountain pass, blending from the 2/3 the way up to full pressure at the top.ThinkTank wrote:Ah, Righto.ElCadaver wrote:TT, I've made these without even touching the toolset, bar grass and trees. Thats my point, to use World machine and YATT to be able and hieghtmap and texture an area in a very short time. What I'm doing at the moment is maiking lots of different circuits in WM and seeing what translates best to terrain in the toolset. At the moment, the best is just combining two plain old perlin noise generators on different settings with things like simple displacement, terrace or ramp.
I'm more of a quality control freak, could never trust YATT to do it right.
Its all about the numbers, man!


