Geography - How do you see TSM?

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LancasterX_2
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Post by LancasterX_2 »

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.
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ElCadaver
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Post by ElCadaver »

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.
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.

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.
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Dorn
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Post by Dorn »

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! :D
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indio
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Post by indio »

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.
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ElCadaver
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Glacier

Post by ElCadaver »

GLACIER

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Sintaqx
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Post by Sintaqx »

Wow....
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Post by Twin Axes »

These shots are fantastic.
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Rick7475
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Post by Rick7475 »

Those glaciers are beautiful. I am wondering if they could possibly be incorporated in the mountains of TSM, at least one area!!
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ThinkTank
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Post by ThinkTank »

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.
Ah, Righto.

I'm more of a quality control freak, could never trust YATT to do it right.

:snob:
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Mikayla
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Post by Mikayla »

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.
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foaloke
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Post by foaloke »

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.
Perhaps having a REFLEX save every "x" time or distance to reflect possible slipping/etc..?
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AcadiusLost
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Post by AcadiusLost »

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.
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Burt
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Post by Burt »

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.
Better add Feather Fall first. :P
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Kest
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Post by Kest »

That looks fantastic.
foaloke wrote:
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.
Perhaps having a REFLEX save every "x" time or distance to reflect possible slipping/etc..?
Suspect there is more to it than that - like coming across a weak
spot and falling through...
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ElCadaver
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Post by ElCadaver »

ThinkTank wrote:
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.
Ah, Righto.

I'm more of a quality control freak, could never trust YATT to do it right.

:snob:
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.

Its all about the numbers, man!
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