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Mines with lava caves


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34 réponses à ce sujet

#1
Zwerkules

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I worked on the mines tileset this weekend and added rivers and a lot of waterfalls. I'll also make it possible to place chasms next to cave walls. When I have finished that, I'll add more gnome buildings.:)

Image IPB

Image IPB

Image IPB

Modifié par Zwerkules, 26 juin 2011 - 06:30 .

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#2
Winterhawk99

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Very nice Zwerkules excellent textures for mood stimulation. Let me know when its on the vault would be happy to test it for you.

#3
Zwerkules

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I have uploaded the update. You can find it lhere.

#4
Jenna WSI

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Looks great.. love the illithid head addition

#5
Zwerkules

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If you downloaded it between June 19th and now, you have to download it again because I messed up! :blush:
I added a .txi file for a texture that was too big (512x512) instead of 256x256. This causes the game to freeze when a tile that uses that texture is loaded and causes an access violation in the toolset. It seems textures that have a texture information file (txi) have to be 256x256 (or possibly smaller, but not bigger).:blink:

If you don't want to download again, you can also remove the file tdm01_log01.txi from the hak. That will solve the problem.

I'm sorry I didn't notice this earlier. :blush:The error only occured if a tile that uses that texture was used and there was only one tile that used it (tdm01_y01_02).
Area 003 in the demo module uses that tile, so when that area gets loaded, the game freezes or crashes if you haven't downloaded the new version of the hak or removed the .txi file from it.

Modifié par Zwerkules, 26 juin 2011 - 10:43 .


#6
henesua

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Zwerkules... thanks for the update. I'll be checking it out soon!

#7
OldTimeRadio

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Excellent work, Zwerkules! That last screenshot was just too tempting and I had to take a look for myself. Very nice!

#8
Zwerkules

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This tileset is listed as one of the new inductees to the NWN Hall of Fame for this month, though it doesn't appear in the hall of fame (yet?).
I want to thank everybody who voted on it and to return something to the community, I offer that I will make one new feature for this tileset for each of you who voted.
So if there's anything you'd like to see added to this tileset, just tell me and I'll see how soon I can add it.
Thank you!:)

Modifié par Zwerkules, 02 juillet 2011 - 12:59 .


#9
henesua

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Congratulations. This is deserving work.

#10
TheSpiritedLass

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*dances Z happily about* Grats hon!

#11
Mdarkbyte

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Grats Zwerkules going Hall of Fame , very well done and 100% deserved. The next candidate will be your medieval tileset, I'm sure!

#12
Zwerkules

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Thank you all!
Are there any features you'd like to see added to this tileset?
Now that I found the cause for the lag in my Medieval City tileset, I'll concentrate on working on that tileset, but I'll still add features to the caves if there's something you need that isn't in it yet.

#13
henesua

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As you know I really like your gnome buildings and since no one else is making requests allow me.

Improved tile functionality:
- I'd like to be able to build gnome buildings adjacent cavern walls.
- Gnome buildings that straddle the raised terrain (with the option of stairs/ladders to climb between)

Groups/features:
- A gnome waterwheel building that interfaces with the river and has some crazy animated machinery (best as placeables that would work with the wheel, but could be turned on and off by scripting/players that throw switches etc...)
- Similar to above but a river flows into/through a gnomish steam works building.

Bug fixes:
- Ceilings on some Water tiles missing. specifically adjacent a wall.

#14
Zwerkules

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All the tiles have ceilings. Is this what you saw?
Image IPB

There is no ceiling missing. The whole tile doesn't get rendered until you get nearer to it.
The strange thing is that tiles that are even farther away from the PC do get rendered.
If you get near to that tile that seems to be missing, it will appear.
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#15
UA DM

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This tile set looks really good.  I reinstalled NWN to download your work and test it out.  As for additional features I have a couple of suggestions...

1)  Fungi Forest Tiles - I think the game has been out for 9 plus years now and I am not aware of any Underdark or cavern tile sets that have any of this type of feature.  As for tiles my thought would be to either make various tiles with various configurations of giant mushrooms so that there would be paths through them (kinda like corridors).  I think Six might have done something like this with a haunted forest.  The other option would be to make more tiles with differant groupings of giant mushrooms so that they could be put down to make a forest on the cavern floors.  Ideally the fungi would be high enough so it would appear that the players are in a "forest".  I dont know how many tiles you would need for this.  Maybe 10 of them with differant groupings of mushrooms by size and type.  You could also change the floor texture so that it looks like moss, lichen, or whatever is growing on the ground.  You could also add some giant mushrooms to some of your other tiles.  For example the stream tile could go through the mushroom forest...

2)  SinkholeTile - how about a single tile that could could be used as way that players could move vertically down.  Imagine a sinkhole that could have carrion crawlers or other creatures coming out of it.  This would also add a vertical element to caves.  The other side might be a "Chimney tile" or something like that which would be on the underside of a sink hole (ie level below).  The sink hole could be the transition tile going down and the chimney the transation going up.

I have other ideas but thought these two would really add a new features.  The fungi tiles would create something no one has ever done (as far as I can see, if I am wrong can someone people point out a tile set for me to download).  The sinkhole / chimney would be a small addition that would add a vertical element to cave adventures.

UA DM

Modifié par UA DM, 04 juillet 2011 - 07:28 .


#16
Zwerkules

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There is a kind of fungi forest in Sen's underdark tileset here.

#17
UA DM

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Thanks for the link, I downloaded the tilet set and see some mushrooms in some of the tiles. I was thinking of something more dense so that the toolset could be used to build areas where the player couldnt go through certain groups of fungi. I remember some of the old AD&D modules with fungi forests in them (i.e.) D-1 Descent into the Depths of the Earth and D-3 Vault of the Drow.

UA DM

#18
Fester Pot

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FP!

Modifié par Fester Pot, 04 juillet 2011 - 10:32 .


#19
DM_Vecna

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I found some graphical issues with this tileset. I am not sure if it is user error. It does not happen in the toolset or the Dm client, just when logged in as a PC.
see here: Image IPB
There seems to be some items just showing up black. I took everything out of my override. Added this area into your test module with the same visual settings as your area 5 and still the issue persists.

As for other features I would like to see. :)
- a ramp in addition to the rocky stairs.
- the ability to place to cavern tiles next to each other against a wall. Currently you can only do every other.
- the ability to do a cavern and bridge from a corridor.
That is just from starting to build with it as opposed to the CEP caves/mines. Big thanks for the work though, your tilesets are slowly taking over more and more areas in my module

oh, also how can you take off the "raised" graphic. so players dont see that in game on those tiles

Modifié par DM_Vecna, 08 août 2011 - 01:07 .


#20
WebShaman

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How about some glow worms? Or perhaps some glowing moss, lichens, etc?

#21
Zwerkules

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The 'raised' was just there to make building easier because without it you couldn't see where tiles are raised. It was supposed to be replaced by a simple black one. If you replace tdm01_raised.dds by a simple black texture like ttr01_black00.dds the 'raised' text will be gone.
I'll do that in a later update and upload the tdm01_raised.dds and tga as separate files for the override folder which can be put there by builders to make building with this tileset easier.

A ramp will be easy to make. Far easier than the stairs.
'A cavern and a bridge from a corridor'... Do you mean a bridge from a corridor crossing a chasm?
I'm not sure what you mean by cavern tiles that can not be placed next to each other against a wall.

I have no idea what is causing the tiles to be completely black. I haven't seen that before. Is it only with raised tiles or does it also happen with standard Bioware tiles?

WebShaman, glowing moss is already there on a few tiles, but I'm not sure if it is turned on by default. It is tied to an animation loop and can be turned on and off in the tile properties.
One animation loop is for the glowing moss and one for 'the small dots of light'.

#22
_six

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Re: the blackness, check your pit-to-ground and plain pit tiles all have Visibility Node set to A. Otherwise they'll block vision, which they shouldn't. Pit-to-wall tiles shouldn't have any visibility node set, however.

Builders should be able to remove that in toolset by marking the area as an Exterior under Advanced.

#23
henesua

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Zwerkules, regarding the "raised" text which makes it easier for builders:
Maxam added a special builders only hak to either his versatile dungeons hak or classic dungeons. It turned on the special texture which made it easy to see raised terrain. Builders then remove that hak from module properties when they ship the module. That might make it easier for builders to solve this problem.

#24
Zwerkules

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Thank you, Six. I set the visibility nodes for those chasm tiles that don't have an A path node and are not next to a wall to A now.

#25
DM_Vecna

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Hey Zwerkules, does this mean that you will be uploading this fix to the Vault?

@ _six I tried making the area "exterior" but the same issue persisted.