Aller au contenu

Photo

new interior tileset


  • Veuillez vous connecter pour répondre
38 réponses à ce sujet

#1
s e n

s e n
  • Members
  • 408 messages
So here this upcoming interior of mine, work started from nwn2 city interior tiles and i dunno where is going, yet. the tileset features (atm):

TERRAINS

-floor up MAIN
-floor up underlayer (slightly lowered floor, about -50cm from floor up)
-floor up high ceilings (the roofs have double height)
-floor low (here the floor is 450cm down floor up level)
::floor up can be mixed with the other 3 kinds of floors, but those 3 cant be combined among them::

CROSSERS

-corridor
-doorway
-double doorway
-window (skyboxed)

my goal here is to get a versatile city/rural interior tileset which allows to build inns, taverns, shops, house interiors. you will notice the tiles has light sources: those dont have source lights selectable from toolset but has daynight animations, so if your area cycle day and night, they will be off at day and lighten at dusk (atm there is a small time gap where the day lights fall off and the artificial lights are off, dunno why i have to fix it, maybe its the transition amount of the animation). the skyboxed windows are upgrades of gaoneng system: i made them so you can set the skybox direction to match the cardinal points, so you will get sun setting at west and dawn at east, as it should be. there is a chance i will make the skyboxes compatible with trinity tileset, so to reflect the change of season as well as daynight cycle (i mean snow and stuff like that, but i havent touched the sky textures yet). along with the windows, will come a set of placeables (namely, the windows, useable with open close animations, a few curtains resized from gao to fit the tileset shape and probably lamps and chandeliers with daynight animation to place where you want). another thing, is the shaft of light, atm they are linked to animloops in window tiles, but it seems that drains a bit too much resources and i fear framerate drop issues, so there is a chance they will be in as placeables and not directly in tiles.

about other tile content, atm there is a set of fireplaces, lots of stairs, a couple of wall stages and the mighty lace theater directly from nwn2 tiles (this one is not for the weak builder, i reworked the wok so you can place people on both upper stages, but its kinda difficult even to place people there in toolset, thought teh result is amazing, i discourage you average builder even to think about it ;))

thats it, heres a couple of pics, I hope I can release it in the near future

img18.imageshack.us/img18/8665/sicday.jpg
img854.imageshack.us/img854/9105/sicnight.jpg

Modifié par s e n, 27 mai 2011 - 10:17 .


#2
kalbaern

kalbaern
  • Members
  • 824 messages
Wow! I can hardly wait and know it'll be used on my own Pw as soon as released.

#3
henesua

henesua
  • Members
  • 3 872 messages
This looks beautiful.

A geeky/stickler question regarding shadows and light: have you counted on your areas existing in the southern hemisphere of a planet, just like all of the standard NWN tilesets seem to do?

#4
Karvon

Karvon
  • Members
  • 243 messages
Looks very nice!

Sen, have you any plans to add doors to your Underdark set? Would really like to see those added, if/when you have the time.

Karvon

#5
s e n

s e n
  • Members
  • 408 messages

henesua wrote...
 have you counted on your areas existing in the southern hemisphere of a planet, just like all of the standard NWN tilesets seem to do?

i think rotating by 180 the skybox tile (so your north becomes south) will do the trick of inverting also sunset and dawn


Karvon wrote...
Sen, have you any plans to add doors to your Underdark set? Would really like to see those added, if/when you have the time.
Karvon

sorry but atm i have no intentions to edit the underdark

#6
lordofworms

lordofworms
  • Members
  • 252 messages
sen!! WOW! this is incredible and just what I am needing to change up the interiors of my PW!! (really kinda getting sick of using my own fantasy interiors for all my indoor needs)
do you have any inkling of an idea for a release date to help us builders get a head start?

#7
Mad.Hatter

Mad.Hatter
  • Members
  • 165 messages
You could make a deal with LoW to release when he releases his Frost Giants. ;)

#8
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
I may use this too, though I said I wouldn't add any more unplanned tilesets.. I may break that rule. Just wanted to say thanks to Sen though, we already use the underdark work and it's awesome.

#9
Eradrain

Eradrain
  • Members
  • 224 messages
Gorgeous.

#10
Mdarkbyte

Mdarkbyte
  • Members
  • 36 messages
 Great ! Looking for more to come Sen ..windows...windows...and more skyboxed windows..ouh I love this :wub:

#11
s e n

s e n
  • Members
  • 408 messages
Hail Worm! while there is no eta I think I will complete it in a reasonable time, basically i want to complete lower floor integration with upper floor, corridors doorways and windows, add a few features and eventually add a demilayer side crosser between up and low floor, and im done. atm tilecount is 300, what troubles me is the fact i need 15 additional tiles for each single skybox i want to add (in fact, im tempted to move the skies to placeable) and considering i already have 4 skins of the tileset, merging all together would mean a 1500 tiles, which i dont want (basically because of area loading time issue connected with set tilecount) so probably I'll have the tileset get 2 skins, and so there will be 2 or 3 tilesets (wooden rich, thats the current skin of the screenies, and stucco; another would be stone and wooden planks, good for manors and rural, and maybe adding some abandoned/ruined skin, as well as an elfish one, dunno yet but due the way the tiles are mapped reskins would be just photoshop fun, without the need of remapping the meshes)

#12
Shadooow

Shadooow
  • Members
  • 4 470 messages
Hey sen, really wonderful work however those tiles are quite empty. Are you planning a variant tiles with some predefined placeables like default interior have? For anyone else than me who is not so creative in area making, please :)

#13
Hekatoncheires

Hekatoncheires
  • Members
  • 140 messages
Problem with that, Shadooow, is that a more experienced builder is stuck with the predefined forms and has to build around them, rather than having more freedom to do as they will with the set. it create immense clutter.

#14
Estelindis

Estelindis
  • Members
  • 3 699 messages
Brilliant' design choices, particularly the multiple walking levels and the high roof. Love the textures. I also like that things are kept bare, though I suppose adding some variant tiles with more clutter would be cool if you have the time.

#15
Shadooow

Shadooow
  • Members
  • 4 470 messages

Hekatoncheires wrote...

Problem with that, Shadooow, is that a more experienced builder is stuck with the predefined forms and has to build around them, rather than having more freedom to do as they will with the set. it create immense clutter.

sure thats why I said "variant" like if you erase that tile it appears clean/predefined one. Not replace, just new options.:wizard:

#16
s e n

s e n
  • Members
  • 408 messages
I dunno if adding a few tile variations with tables and stuff like that is worth on a tileset that has its strenght on architectural variation (accomplished by creating tile variations for most of the possible mix of terrains and crossers). I mean, you'll always end with almost empty rooms, if you use this tileset the way you should

#17
Hekatoncheires

Hekatoncheires
  • Members
  • 140 messages
What I like to see and appreciate is a tileset builder providing freestanding placeables from parts of the tileset - example, walls. This allows me to partition an area into smaller rooms as I see fit.

#18
Karvon

Karvon
  • Members
  • 243 messages
IMHO Adding placeables to a tileset hak generally makes it less user friendly, as then the builder has to edit 2da files to get it to work with whatever other haks in use. Thus, I greatly prefer tileset haks to be placeable free.

Karvon

#19
_six

_six
  • Members
  • 919 messages
I wouldn't normally even comment on something borrowed from another game, but I have to admit this looks pretty cool.

I'm curious about the doorways though. I'm guessing they're the wrong size to handle a NWN1 door, right?

#20
Estelindis

Estelindis
  • Members
  • 3 699 messages
Sen, my understanding is that it's much more efficient for the engine if as many placeables as possible are actually part of the tile (assuming, of course, that the walkmesh is edited correctly to reflect the additions). I think that's why most tiles were designed that way. Of course, it's great to have the flexibility of bare rooms (at this stage, most of us are a bit sick of the standard clutter), but it's also good to have the option to make an area look instantly lived-in.

Karvon wrote...

IMHO Adding placeables to a tileset hak generally makes it less user friendly, as then the builder has to edit 2da files to get it to work with whatever other haks in use. Thus, I greatly prefer tileset haks to be placeable free.

I think you misunderstand.  We are not talking about true placeables per se, but extra objects added to the tile model.  There is no compatability difference between bare tiles and cluttered ones.

Modifié par Estelindis, 31 mai 2011 - 02:24 .


#21
s e n

s e n
  • Members
  • 408 messages

Hekatoncheires wrote...
What I like to see and appreciate
is a tileset builder providing freestanding placeables from parts of the
tileset - example, walls. This allows me to partition an area into
smaller rooms as I see fit.


Karvon wrote...
IMHO Adding placeables to a tileset hak
generally makes it less user friendly, as then the builder has to edit
2da files to get it to work with whatever other haks in use. Thus, I
greatly prefer tileset haks to be placeable free.

Karvon


Estelindis wrote...
Sen, my understanding is that it's
much more efficient for the engine if as many placeables as possible are
actually part of the tile (assuming, of course, that the walkmesh is
edited correctly to reflect the additions). I think that's why most
tiles were designed that way. Of course, it's great to have the
flexibility of bare rooms (at this stage, most of us are a bit sick of
the standard clutter), but it's also good to have the option to make an
area look instantly lived-in.

Karvon wrote...

IMHO
Adding placeables to a tileset hak generally makes it less user
friendly, as then the builder has to edit 2da files to get it to work
with whatever other haks in use. Thus, I greatly prefer tileset haks to
be placeable free.

I think you misunderstand.  We are not
talking about true placeables per se, but extra objects added to the
tile model.  There is no compatability difference between bare tiles and
cluttered ones.


I do already have custom placeables for this set (windows and curtains) there will be placeable versions of chandeliers and lamps, probably light shafts and maybe something else like wall sections and pillars. I am not sure if I will store them inside the hak or they will go separated for builders to merge inside their placeable hak, anyway I will provide the necessary 2da rows to add to your placeables.2da. The fact is, if you dont want to edit the 2da, you just skip it... I see no issue, its just a + for people who like them, not a - for the ones who dont.

About the extra objects added to the tiles:I agree with Estelindis if we'd be talking of a small tileset with lets say just wall and floor terrains + doorway and corridor crossers (that should be a tot of 1+1+4+9+9+17=41 basic tiles variations). the issue is here there are loads of base variations to successfully merge floor main with all other terrains and crossers, so making variants containing objects for a small part of the basic tiles, its just almost useless since- as I said-  the power lays in the chance to paint things wherever you want, ex a window on a floor corner tile. adding objects its a long work, if you want to do it nicely (patience is not one of my traits), I just prefer focus on tessellation chanches and leave the placeable work to the builder :) especially if the base tilecount is huge like this does

_six wrote...
I wouldn't normally even comment on something borrowed from another game, but I have to admit this looks pretty cool.
I'm curious about the doorways though. I'm guessing they're the wrong size to handle a NWN1 door, right?


thats what made me want to convert the nwn2 tleset, i randomly opened a tile in max and found the exact scale multiplier to convert and fit the 10x10 m tesselation with 3x2 doors of nwn: 11111,111 the woks are also in the mdbs, so i decided to convert those tiles, and while working over it, i found out there was room for something more than just a straight conversion, so i extended. the fact is I am starting to like the way nwn2 builders handled interiors, thats very versatile and allows to lightning speed mix and create new tile variants

Modifié par s e n, 31 mai 2011 - 11:03 .


#22
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 935 messages
Adding objects into a room already created, sure it adds an extra tile to the total count, but it is also VERY easy to create that tile, just take one already created, rename it, add your variation of whatever placeable you want, adjust the wok, bake (IE export) done.

Doesn't take much time, and yes, it makes it a better set all the way around. Most tilesets have placeables already baked into them in some fashion (interiors anyway) and most folks end up wishing for a few rooms that were empty, in this case, you have them ALL empty and folks are asking for a few with placeables as static objects, to be added to the set.

It should be really easy to do that. And No, you do NOT need to go your exponential route to accomplish it. I don't think folks are asking that every tile get filled, just add a few variants to what you already have..

As has already been mentioned, placeables pre-baked into a tile take no extra processing power, but adding placeables into an empty room does. The way the engine handles painting a room, it paints the tile first, and regardless of what is IN that tile, it is a single paint. Whereas if you add placeables into an empty room, the engine has to paint the tile, then paint each placeable individually, the more placeables, the more paints. This re-paint happens with every step the character takes..

Pre-baking sames a hell of a lot of processing.

I agree with SEN that having empty rooms gives the builder power, however, I also see the point that having some copies of those same rooms, filled with something also makes building much faster in some instances.

In other words, having both options in the same set makes that tileset much more powerful/useful.

#23
Estelindis

Estelindis
  • Members
  • 3 699 messages
Definitely, Bannor. :-) At the same time, I take on what Sen says about the size of the set. I guess that anyone who desperately wants rooms with baked-in placeables can add them him/herself. If you could teach me how to edit tiles, anyone should be able to learn! *grin*

#24
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 935 messages
Heh... learning where to find things in Max is the biggest hurdle... the rest of it is fairly easy, but Max (either Gmax or 3dsMax) has a VERY long and steep learning curve.

Then figuring out what NWN can handle, since Max has sooo many powerful things in it that NWN doesn't use etc...

Oh well, just have to keep plugging away at things if you really want to learn, and remember that it takes time, lots of it, and patience (even more of that!) but it comes to you eventually.

#25
s e n

s e n
  • Members
  • 408 messages
in fact im a bit worried by the tilecount, which is the 1st responsable of the increase of area loading time in servers. In fact, I think the set file isnt cached while the placeable 2da seems to, at least to my knowledge. this means every time your char jumps from an area to another, the higher the tilecount of the tileset, the longer the wait. we'll see if its possible to add soemthing once i have everything complete, though im all for giving priority for architectural geometries that cant get full justice by the simple use of placeables, like fireplaces (I like fireplaces, I want to make some more!)