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Gothic Interior Issue


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25 réponses à ce sujet

#1
Jenna WSI

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Trying to use the foyer_l and foyer_u tiles (RL Core gothic interior) it appears that the builder didn't make the bottom floor usable, you can't access it in any way and trying to click it shows it basically like the floor is just a wall. Is there a patch for this or does anyone know what to do?

Modifié par Jenna WSI, 26 juillet 2012 - 04:28 .


#2
kalbaern

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Which version are you using? I believe the version in the CTP is the least likely to have any issues.

#3
_six

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The foyer_l is walkable on the bottom floor only. The foyer_u is walkable on the top floor only. I believe Chandigar's intent is that you use a seperate area for the upper and lower floor - the visible lower floor is just there to give the illusion of two floors in one.

#4
henesua

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What six said.

#5
Jenna WSI

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Arg. That's going to be a problem. I only have a limited space to build in for this area. Is there any way to combine it with the walkmeshses or anything? It would be better to have pcs able to walk about and look down at people below too.

#6
s e n

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its not possible

#7
henesua

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well.. it is possible, but it is not possible to enable PCs to walk under the balcony and on the balcony.

This would make for an awkward lower floor.

#8
Jenna WSI

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Oh, I see it's a thing where you can't stack the two planes. Sure that's not the right terminology but I think I get the concept.

#9
gutwrench66kg

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You got it Jenna. If it were a bridge, I could walk across the bridge or under the bridge, but not both.

#10
Carcerian

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Actually that's perfect terminology, lol

I've recently been playing with gothic interiors, its a very fun tileset (love the secret doors), but for a PW enviormnent I try to avoid the balconies, for the reason that when you are around multiple people it seems unrealistic when you go up stairs and suddenly everyone disappears, not to mention in combat it feels unrealistic when you toss down say a grenade or cast AOEs... What would be nice to also have for GothInt is upper and lower elevations next to each other with balcony railing, so it doesn't require the mirror effect, but still gives a two-floor feel... (elven interiors has something similar, just much shorter)

(That said I do use them in a steampunk saloon, just because they look too cool, lol...)

Modifié par Carcerian, 26 juillet 2012 - 10:02 .


#11
henesua

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About a year ago I played with the idea of reskinning and modifying this tileset for creating the old module X2 Chateau d'Amberville (Castle Amber). Its a perfect tileset for it, but needs some improvement.

One thing that really bugs me about it however is that the secret doors are obvious in this tileset due to the way shading works. I think you'd need a tileset expert to solve it.

#12
Michael DarkAngel

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It is possible using complex walkmeshes (see video -->>here).  However very unstable.  Side effects, random jumping between upper and lower level, not being able to walk on either level.  And there is always the possibility that you may not see any side effects.

But the unpredictability leaves a lot to be desired.

Image IPB
  MDA

#13
3RavensMore

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Michael DarkAngel wrote...

It is possible using complex walkmeshes (see video -->>here).  However very unstable.  Side effects, random jumping between upper and lower level, not being able to walk on either level.  And there is always the possibility that you may not see any side effects.

But the unpredictability leaves a lot to be desired.  MDA


Unstable or not, that was pretty amazing!

#14
Michael DarkAngel

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The best I can accomplish:  On the upper level you will be able to walk along the outer half of the floor (closer to the wall), on the lower half you will be able to walk along the inner half of the floor (closer to the railing above).  Check out the video --> here

If I were to make this work, it would, unfortunately, break anything made with the original hak.  If there's interest in this, let me know.

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#15
Jenna WSI

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Any chance of getting that in an email or uploaded? Seems to work pretty well to me.

#16
henesua

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If something like this is released into the wild I would hope that the add on is a separate HAK that supplements the current gothic interior HAK. I still use Gothic Interiors and I would prefer that my players can be assured of having the original HAK rather than a modified version of it.

#17
Michael DarkAngel

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@Jenna WSI:  That was only three tiles to test if it was possible to make something that would be usuable/useful.  It will take me some time (unfortunately I can't be more specific than that) to go over the entire tileset.

@henesua: I will make it a separate entity altogether, so this way anything made with the original will remain usuable.

This will be tiles only.  I won't be doing anything with the placeables.

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#18
Michael DarkAngel

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Wow, been almost a month already :o

Well, I've re-started this set a few times now, but finally have something to show.

Image IPB

I still have some texturing issues on a few tiles and some more tiles to make the hallway crossers more functional.  Once style one is complete its just a matter of re-texturing to make the other styles.

Moving right along

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Modifié par Michael DarkAngel, 23 août 2012 - 02:18 .


#19
henesua

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Nice work there.

#20
Michael DarkAngel

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Okay, question time.

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Above is a toolset shot showing what is finished so far.  The question is this...

Do we need a transition from Hallway to Grand Hallway?

Thanks,

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#21
NWN_baba yaga

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I dont know for what reason an architect would build a corridor in 2 different design styles so a no from my pov.

#22
henesua

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I'd say yes. A grand hall is really just another room type. A corridor can be a minor artery off of the main hall.

#23
Michael DarkAngel

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NWN_baba yaga wrote...

I dont know for what reason an architect would build a corridor in 2 different design styles so a no from my pov.


After having 6 years of architecture during my high school/college days, I would have to agree with that statement. :)

henesua wrote...

I'd say yes. A grand hall is really just another room type. A corridor can be a minor artery off of the main hall.


Well, this Grand Hallway is not another room type.  You cannot expand it any wider than a single tile.  However, I understand your 'minor artery' idea and will look into how well that fits into things.

Here's another question I thought of.

In Chandigar's original tileset only the Foyer tiles had a second level.  Living1 through 4 and the Study are all single level.  Would we want an upper second level for all designs?

Thanks,

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#24
henesua

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Michael DarkAngel wrote...

henesua wrote...

I'd say yes. A grand hall is really just another room type. A corridor can be a minor artery off of the main hall.


Well, this Grand Hallway is not another room type.  You cannot expand it any wider than a single tile.  However, I understand your 'minor artery' idea and will look into how well that fits into things.


I meant the foyer I think. I've used it to simulate grand hallways before.

Michael DarkAngel wrote... 
In Chandigar's original tileset only the Foyer tiles had a second level.  Living1 through 4 and the Study are all single level.  Would we want an upper second level for all designs?


That could be handy it makes the set more flexible.

#25
Michael DarkAngel

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First look at the new balcony terrain.

Image IPB

Click on the picture to take you to my gallery, there's a couple more pics there to look at.

Still need to create the tiles to allow access to the balcony, and I need to fix up a few other things.

Still plugging away,

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Modifié par Michael DarkAngel, 15 septembre 2012 - 07:42 .