Scenery stuff and such...

I like the work you made Continuum, just out of curiosity, can you show us a brown version, if it aint too much work?


Having different ground tiles hence the location on the map could be a great achievement, I'd like to see something coming out of it.

Btw, the sand tiles you showed me are unfortunaly lost, do you think it is possible to redo some of them via the screenshots, or will the quality be to shitty?


But i'm loving your injection of scenery ingame. Although i'd rather some wrecked car/machines scenery

Nah!! Tiles are übercool! best way to change gameplay feeling without having to change anything! I want more! Roof tiles! Oh yes, roof tiles!
 
Grayswandir said:
just out of curiosity, can you show us a brown version, if it aint too much work?
Nah, it's only a matter of one, additional layer, filled with correct color and some adjustments ;)

~ 25



~ 50



~ 100



or I can change the color map, so I'll get a totally different thing...

Grayswandir said:
Btw, the sand tiles you showed me are unfortunaly lost, do you think it is possible to redo some of them via the screenshots, or will the quality be to shitty?
Rather no. Quality of that jpges is really poor. But I was thinking about something like this:



But this will require ~ 30 unique tiles (which you must build in proper order) to get decent result... until I not figure out any technique for it, since current each edge/side is 95% seamless will not work here. All different variations of "sand waves" will be lost and because of that everything will turn into repeating crap.
 
Wow, great!

Now i really like the 50 and the 100!
I kinda hope you will release both of them!
200 hundred years after the war, it's time for the rain to stop to kill everything.


I had come up with this myself,




And I was thinking maybe to have different ground tiles for each geographical location, desert (or sand tiles) for the Mojave, brown for the Sacramento valley, dark brown (or actual desert ones) for the Modoc mountain plateau, snow one for i dont know what high mountain location...
I even think it is possible to assign a specific map for a map encounter, so that they stay coherent.
Well, maybe i am thinking to quick here, but it's maybe worth to give it a try! :D



But this will require ~ 30 unique tiles (which you must build in proper order) to get decent result... until I not figure out any technique for it, since current each edge/side is 95% seamless will not work here. All different variations of "sand waves" will be lost and because of that everything will turn into repeating crap.

Yes I think i understand what you mean...
Could we possibly use it as flat objects instead of tiles? That would limit the number of works... Or maybe using the pattern thingie? i don't know how this work...
 
@Continuum

That sand is too good too be true. Great work. -But I guess you already knew that.. otherwise there wouldn't be any issues with mass production. :P


@Grayswandir

You may already know this, since that screen is just a preview, but your brown tiles are crashing, contrast-wise, with those sand piles(scenery) around the walls. ~Just something to keep in mind...


@Both

:ok:
 
Grayswandir said:
I kinda hope you will release both of them!
Would better for you to get a layered PSD rather than FRMs, so will be much more easier for you to tweak them to fit into your particular needs.

Here's how this shit is working (shortly, since I'm too lazy to write detailed tutorial ;)):



- 01 layer thing is a base in our case (no rough/dark edges),
- 02-08 are variations of the same tile taken from our 3d render,
- each variation got borders (1-3 pixels - depends from particular tile) manually removed (contract/expand and next delete selection could produce some unwanted results) by using delete brush with opacity ~ 85,
- in this way we're keeping each edge of each variation seamless (no matter in which order you'll build they will fit nicely to each other),
- at the top of the stack are various "tweak" layers like add frame or change color little a bit thing, etc.,
- by switching their visibility you can produce TONS of different looking variants of tile (or variant which will fit the best to your needs) in a very short time.

Of course I'm not going to explain how to add a frame or what's that blend mode thing, how layer effects are working, etc. since you can achieve similar results by using different techniques/effects/etc. ;)

And here's our 3d render:



- put a selection on it,
- copy & paste into our working template,
- save selection (add to channel) to know where you already did a cut (to avoid doing duplicates),
- of course each cut can be done randomly, since we don't give a flying fuck about producing tons of unique, perfectly fitting tiles.


Grayswandir said:
Could we possibly use it as flat objects instead of tiles? That would limit the number of works...
Yep, this could work just like that highway thing, but would be little a bit more complicated to do (since I must fill must larger surface).


Unno said:
That sand is too good too be true. Great work. -But I guess you already knew that..
Nah, thanks should go to CG Textures for their gigantic archive of free textures. I'm only adding a bump to achieve little a bit decent results (and for better conversion) ;)

I damn surprised that tiles can so enjoyable thing to work. When I'm using that technique I described above, making ~20 ground tiles is only a matter of 20 minutes (one variation per minute :ugly: more or less). Also, the best thing about tiles is that you don't need to make ANY Frames Offset adjustments :D
 
And what do you think about this desert (with small green-ish plants here and there)?

scr00000.gif
 
Josan12 said:
Yeah, i agree - a little too orange - maybe a little more brown/grey?. But otherwise excellent stuff! :clap:

Yes, excellent stuff and very good idea with those small green-ish plants here and there. I agree, more brown/grey could be nice. Something as dust and ash in postnuclear wasteland.

New idea: make tiles with some junk stuff. It could be useful near junk-town regions.
 
Continuum said:
And what do you think about this desert (with small green-ish plants here and there)?

scr00000.gif
Looks great here. The plants (tufty?!) are very important for the final result, I'd say.

But relevant is how's it looking when the map/screen is cramfull of scenery, walls, etc. shit.

And I don't think this is too fucking orange.

Code:
New idea: make tiles with some junk stuff. It could be useful near junk-town regions.
This is worthy, however very restricted for a really, really small/flat pieces of wasteland shit.
 
Light color is looking fine, enough this brown-ish shit :ugly:

That plants are done together with tiles, so it's not a separated scenery ;)

Since that light version (19 tiles) only need few tweaks, I'm producing dark brown-ish crap (code name: GRDFLCXX :ugly:), but it's based on totally different color map, so plants will look different, etc. And this version will have more tiles.

scr00000.gif


As for the junk thing: I can't do anything right now, since after rendering I'm not even bother myself to save the scene and I'm deleting all textures :P
 
Continuum said:
As for the junk thing: I can't do anything right now, since after rendering I'm not even bother myself to save the scene and I'm deleting all textures :P
I mean small junk, like rocks, metal junk etc.
Maybe I do not understand you at all... I guess, you are tired and need to rest? :? It could be, you made a lot of stuff..
 
There will definitely be a problem with small pieces of (scenery) junk firmly tied with the original sand look. Just open Mapper and see sceneries from #0 to circa #500, y'know. All fucking problem! :P

But is this really a problem? I feel a new small-pieces-of-shit scenery set made by Countie anyway. :D
 
Continuum wrote:
And what do you think about this desert (with small green-ish plants here and there)?

Wow! now this is the best one ever! I myself would see it a little more yellow, but its okay like it is.
But I like that it reminds me of Blueberry, a french western comicbook made by Giraud; not too realistic, but not too dysney.


About the scenaries, it is only a matter of photoshoping. Well, maybe not the 500 of them, but some dust, the barrel....
 
Yeah, "filtering" existing scenery pieces to fit into new grounds isn't such a big problem:

19358770.gif


Also, some transitions between existing tiles and new ones should be done.

But I'll left this job for someone else ;)


---------------------------------EDIT

You can even make that weed thing around barrel green-ish to fit into the plants around:

19358770.gif
 
Done and done.

scr00001.gif


Code:
GRDFLB01.FRM
GRDFLB02.FRM
GRDFLB03.FRM
GRDFLB04.FRM
GRDFLB05.FRM
GRDFLB06.FRM
GRDFLB07.FRM
GRDFLB08.FRM
GRDFLB09.FRM
GRDFLB10.FRM
GRDFLB11.FRM
GRDFLB12.FRM
GRDFLB13.FRM
GRDFLB14.FRM
GRDFLB15.FRM
GRDFLB16.FRM
GRDFLB17.FRM
GRDFLB18.FRM
GRDFLB19.FRM
GRDFLB20.FRM
GRDFLB21.FRM
GRDFLB22.FRM

Code:
GRDSCB01.FRM
GRDSCB02.FRM



scr00000.gif


Code:
GRDFLC01.FRM
GRDFLC02.FRM
GRDFLC03.FRM
GRDFLC04.FRM
GRDFLC05.FRM
GRDFLC06.FRM
GRDFLC07.FRM
GRDFLC08.FRM
GRDFLC09.FRM
GRDFLC10.FRM
GRDFLC11.FRM
GRDFLC12.FRM
GRDFLC13.FRM
GRDFLC14.FRM
GRDFLC15.FRM
GRDFLC16.FRM
GRDFLC17.FRM
GRDFLC18.FRM
GRDFLC19.FRM
GRDFLC20.FRM
GRDFLC21.FRM
GRDFLC22.FRM
GRDFLC23.FRM
GRDFLC24.FRM
GRDFLC25.FRM

Code:
GRDSCC01.FRM
GRDSCC02.FRM


--> http://rapidshare.com/files/218909913/ground_tiles.rar
 
i really hope someone wil sue this amazing work and build some nice maps withit.

We have lots of talented modder in our community.

its very horrible that your guys do not work all together for a "new fallout". :cry:
 
Good lord. I just take a lil' lizardous afternoon sleep, and hey, sexy FRMs are here. :lalala: Anyway, will all the actually active modders be remapping all their projects' maps? :D

Also, Contie, any chance to see a new wasteland vs. old road borders one fine day?

Lexx said:
This + some new fitting mountains would be great.

/Edit: Something like this or this maybe. Another one.
You're pretty sweet-tooth, damn German, aren't you? :wink:
 
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