Author Topic: HD Tilesets  (Read 7883 times)

-Archmage-

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HD Tilesets
« on: 19 December 2012, 21:11:33 »
I did Jungle HD already, but I'm thinking along with the Megapack refit, other teams or teams in between factions could develop HD tileset replacements for the game.

Such as Forest, Winter, and Desert.
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MuwuM

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Re: HD Tilesets
« Reply #1 on: 19 December 2012, 21:17:37 »
Wouldn't it be great to have one HD Tileset for each area of the map from refit?

-Archmage-

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Re: HD Tilesets
« Reply #2 on: 19 December 2012, 21:20:27 »
Yea, I reckon JungleHD can fit right into Woodsmen!
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MuwuM

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Re: HD Tilesets
« Reply #3 on: 19 December 2012, 21:21:23 »
Ebum ? ... it's near the hot desert and has a lot of water...

MightyMic

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Re: HD Tilesets
« Reply #4 on: 19 December 2012, 21:25:20 »
I think if we make specific maps to play with the tilesets, it will also help with the idea of separate colonies...

-Archmage-

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Re: HD Tilesets
« Reply #5 on: 19 December 2012, 21:36:19 »
I could refit Jungle HD with more deserty ground textures!
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Omega

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Re: HD Tilesets
« Reply #6 on: 20 December 2012, 11:51:07 »
There never was any planned jungle area in the kingdom of Esther (or whatever we want to call it).

Climates and landscapes:
ProvinceClimate/Landscape
Meria (Njord)Ever played Skyrim? Meria is exactly like Skyrim. Lots of mountains, snow, forests, and the like. Population is largely limited to large cities ("holds") that provide protection from the harsh region. If you haven't seen what that looks like, here's some pictures.
Olmas (Woodsmen/Indians)These are far from elves, but they live in forests very similar to Tolkien's elves. Old and heavily vegetated. Trees are very tall, there's lots of moss, and climate is fair. It's not as bitterly cold as Meria, so forests are very diverse. And a complimentary album of that.
Tyrosa (Republic of Magic/Magic)Mountainy, cold, and a miserable sort of place. The valleys are nice and forests' green, but the wizards stick to the mountains, where they have natural protection. The mountains are high and rocky, similar to the Andes. The climate is fairly warm, but the tops of the high mountains are capped in ice, keeping the wizards around the mid levels, where it's barren and rocky. An album for that, too.
Antor (Brotherhood/Tech)Really generic place. Grasslands, valleys, forests, it's pretty much my home province of Saskatchewan. Cold winters, hot summers, but nothing really special. Mostly flat, and the northern half is largely forests and rivers. Easy album here
Atland (The Legion/Romans)Farming province. Fair weathered, lots of plains, grassy, but warmer, more humid climate than Antor. Weather keeps the province largely foggy. Album.
Carthartene (Desert Nomads/Persia + Egypt)Desert, desert, desert. The heart is a typical wasteland. Hot, dry, and flat. Cliffs and rock structures are common (a la badlands, if you've seen those). Most of the civilization is along the river, which dots the desert with oases. It's more like the Arizona desert than a middle eastern desert. Album.

Ebum was thrown in last minute as a sort of "District of Columbia", as the Paladins needed a place to call their own and didn't want it to be a part of any province. It's bound by two rivers and borders the forests of Olmas, though, so it's really a wildcard. Could easily be jungle, forests, or floodplains. It's not that important, though, and exists only for the campaigns.
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MuwuM

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Re: HD Tilesets
« Reply #7 on: 20 December 2012, 12:12:07 »
you mentioned high mountains a lot, how could we put them into a MG map?

In my opinion Ebum is especially important because it does not belong to any faction and could have/ has large amounts of resources so it's worth fighting. It will became very important for campaigns and we can place there a very massive multiplayer-map with tons of resources for 6 or 8 player.

Omega

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Re: HD Tilesets
« Reply #8 on: 20 December 2012, 13:20:00 »
you mentioned high mountains a lot, how could we put them into a MG map?
At the scale of a MegaGlest map, a single mountain would take up pretty much the entire map, so realistically, a playable map would focus on the area inbetween mountains, in which case, the height range possible in MegaGlest is sufficient. In particular, A very low height going to a very high height produces a very steep slope (cliffs). You could top that off with large rocks (surrounded by unwalkable, invisible objects) to create pseudo-mountains, if necessary. But for the most part, mountains wouldn't be shown in-game, as there's no real way to represent them and at the most, combat in mountains would be limited to paths, so we'd just need barriers.

At some point of time in the future, I'd like to see a way to add models to maps. Maps could be placed in a folder of their own with a mgm file and g3d files (with their associated textures). The map editor would need a way to display these models and rotate/place these models. It would decide where the center of each model is and store the model's placement and rotation on the map based on this center. The map maker would then set unwalkable nothing objects bordering where the model is, allowing the game to understand that the model cannot be walked upon (and some models might be walkable). For simplicity, animated models would work, but the walkability would be static. I'd also like to see the "unwalkable" cell become a part of the map instead of part of the tileset. If I recall correctly, at least one tileset tried to incorrectly assign a different model to that object (object zero). As well, we could have two separate states of walkability. There's the normal unwalkable "object" for things like large rocks and then there's a type of unwalkable "object" that prevents air units from entering the space as well, which could be used to prevent them from flying into large Skyrim-style mountains. It's a basic enough map format that allows us to go far beyond what a tileset based map can do. There's no way to interact with the added models (so trees have to be part of a tileset), but it's enough that you could make incredibly cool maps. A map with ancient ruins? Check. A map with towering mountains along the sides? Check. A map with a very large monolith in the center? Check. From simple changes to complex labyrinths, it works.

Of course, it'd also be hard to implement. You'd have to change the map editor to be able to display models, the map format would have to be tweaked to save the coordinates and name of a placed model, the game would have to read those maps differently, and so on. For the modder, though, it's the easiest possible solution.
« Last Edit: 20 December 2012, 13:31:52 by Omega »
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ElimiNator

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Re: HD Tilesets
« Reply #9 on: 20 December 2012, 18:04:20 »
It doesn’t mater if jungle fits in the kingdom, there can be extra tile-sets for people to play with.
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MoLAoS

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Re: HD Tilesets
« Reply #10 on: 20 December 2012, 18:22:52 »
I'd really like to see a map editor in the style of Atlas, or even similar to the Starcraft 2 and Warcraft 3 editors.

I think that the map editor is one of the most limiting aspects of Glest games both for modders technically and for making the game seem much less capable than other games to players and modders.

Its on my personal to do list but its far behind other large projects like games, libRocket, graphics upgrades and so forth.

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Re: HD Tilesets
« Reply #11 on: 20 December 2012, 18:34:54 »
Archmage and I were discussing the Woodsmen, and we think that they should have jungles as a part of their home terrain. Do you think that we could create a mashup of both woodlands and jungles? That would create a very unique area that would match their uniqueness. (We were thinking that the Woodsmen should resemble the Souix, but if you put them in the jungle!).
What do you think, Omega?

Omega

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Re: HD Tilesets
« Reply #12 on: 20 December 2012, 18:54:34 »
Archmage and I were discussing the Woodsmen, and we think that they should have jungles as a part of their home terrain. Do you think that we could create a mashup of both woodlands and jungles? That would create a very unique area that would match their uniqueness. (We were thinking that the Woodsmen should resemble the Souix, but if you put them in the jungle!).
What do you think, Omega?
It works. It wasn't what I originally had in mind, but that's all fair game. I'm rather curious as to what the main building would be, then. Obviously the papery tents of the Indian faction doesn't exactly fit in with the forest/jungle.
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MoLAoS

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Re: HD Tilesets
« Reply #13 on: 20 December 2012, 19:40:28 »
Probably the mossy grand lodge no?

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Re: HD Tilesets
« Reply #14 on: 20 December 2012, 19:56:48 »
I think Ebum should be a sacred ground claimed by the deep Jungle. That way it will feel different from the entire map. Exotic!

Btw, I came up with better names a while back. I was thinking Einar(lone warrior) instead of Ebum.
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MuwuM

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Re: HD Tilesets
« Reply #15 on: 12 January 2013, 11:04:13 »
I found nice concept art for the desert tileset

MuwuM

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Re: HD Tilesets
« Reply #16 on: 15 January 2013, 07:46:00 »
Check this user http://opengameart.org/users/yughues he has a lot of good art for tileset's ... and many/all are CC-0.

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Re: HD Tilesets
« Reply #17 on: 15 January 2013, 12:09:59 »
Check this user http://opengameart.org/users/yughues he has a lot of good art for tileset's ... and many/all are CC-0.

His art has a bit to many polygons, notice many of my models are around 200 polygons, his are quite a bit higher(his would still work fine in Glest, but the framerate for those of you with weaker graphics cards....). It's also rendered in a 3D art program with normal and specular(+glow sometimes) mapping under more or less realistic dynamic lighting. It wouldn't be too hard to take his art and take the polygon count down quite a lot though. ;) You could throw that guys models into Cryengine and turn on tesselation! :o They all seem to have height maps! Only problem is that Glest doesn't support anything besides just a simple texture. :\
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MuwuM

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Re: HD Tilesets
« Reply #18 on: 15 January 2013, 13:54:27 »
ok, I was not aware that it is just 200 polys ... thought about 1000 ....

I know about the missing of bump- and reflection-mapping in MG.

Just thought that it looked comparable to the models you showed and we could reuse them ...


ElimiNator

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Re: HD Tilesets
« Reply #19 on: 15 January 2013, 17:03:34 »
I personally would NEVER use someone else's model.
Its so fun to make your own and it can look just a good.
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MuwuM

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Re: HD Tilesets
« Reply #20 on: 15 January 2013, 17:20:07 »
I personally have no time for modelling, (... or improving my skills in modelling) so I have to do other stuff. And because we only have a few 3D-artists and they are very busy with the factions ... (at least I hope so, as we don't have very much done,yet) I searched for alternatives to balance load.

-Archmage-

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Re: HD Tilesets
« Reply #21 on: 15 January 2013, 19:20:45 »
I personally have no time for modelling, (... or improving my skills in modelling) so I have to do other stuff. And because we only have a few 3D-artists and they are very busy with the factions ... (at least I hope so, as we don't have very much done,yet) I searched for alternatives to balance load.
We'll take our time. Tilesets fly by compared to factions anyway. :P
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