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Roofs for Bioware interior tilesets


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#1
Zwerkules

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I am currently working on the Bioware interior tileset and started adding roofs.
By tomorrow I will have finished the corridors. The tileset is meant to override the standard
interior tileset (which means I had to work with tilefade :sick:).

Posted Image

Modifié par Zwerkules, 06 octobre 2012 - 10:40 .

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#2
Bard Simpson

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Ooh, that is beautiful! It is rich and creates quite a mood. The override will make for some nice enhancement to old mods, too. 'Tis more fine work from you, good Zwerkules.

#3
henesua

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Woot! I love this. I was wondering when you were going to dive into this.

#4
Master Jax

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THANK YOU! THANK YOU THANK YOU! I have been asking for this for a long time! GO OVERRIDES! (^ , ^)

#5
Lovelamb

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This looks great, but will it also happen to override CEP tilesets? I recently downloaded a cave roofs override which was said to work on the vanilla game tilesets, but it also worked on most CEP tiles for me. I'm building my module with both CEP and non-CEP tilesets and often find myself regretting some choice. :)

#6
Bannor Bloodfist

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any given (read single) tileset override will only affect tilesets based off of a given (read sngle) tileset.SET file.

Having said that, you also must realize that many tilesets are "expansions of / modifications to" original Bioware tilesets, meaning that they also use the same tileset.SET file. So, you can end up with multiple areas being overridden by multiple overrides, and this typically causes the builder great pain. If you build with a certain .SET file, then add an override of any type (.hak or in override folder) you then affect all areas in the module using the same original Bioware tileset.SET file.

Note: tileset.SET refers to any of the multiply named tilesets individual .SET files, as in Bio rural ttr01.set or tin01.set or tin02.set which both refer to Original Bioware interior .set files.

SO, any override will only affect an area built with the same ttr01.set or tin01.set and will not direclty affect tin02.set as expamples.

The exceptions (always exceptions eh?) are when folks/authors/creators have re-named a tileset entirely as in all the tilesets (except one -see always exceptions) that CTP released, where we had completely renamed all tiles and .SET files so that our stuff would NOT damage areas created using original Bioware stuff.

#7
Zwerkules

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Lovelamb wrote...

This looks great, but will it also happen to override CEP tilesets? I recently downloaded a cave roofs override which was said to work on the vanilla game tilesets, but it also worked on most CEP tiles for me. I'm building my module with both CEP and non-CEP tilesets and often find myself regretting some choice. :)



The CEP tilesets won't be replaced by override tilesets for the standard tilesets, because they renamed their tilesets from tdm01 to zdm01 etc.
They haven't renamed the textures so those will be replaced. I don't see the problem though. The tilesets and all their tiles will still work, but they'll have better textures.
And if you want the CEP tilesets to use the standard textures because you like them so much, why use a tileset override?

Modifié par Zwerkules, 07 octobre 2012 - 08:23 .


#8
Lovelamb

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I prefer these better looking tiles, but I have been using mostly CEP tilesets because they have more features than the standard ones. I'm not concerned that this override will upgrade the CEP tiles, I wish it would.

#9
Jez_fr

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Amazing the difference it does. Nice job Zwerkules, as always =) (do you sleep sometimes?)

#10
Tarot Redhand

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Looks really nice. I don't suppose there's any chance of a slightly grubbier, cobwebbed version (especially in the rafters), is there:innocent:?

TR

#11
Zwerkules

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Tarot Redhand wrote...

Looks really nice. I don't suppose there's any chance of a slightly grubbier, cobwebbed version (especially in the rafters), is there:innocent:?

TR


Certainly not this year. I have several other tilesets to finish.

Lovelamb wrote...

I prefer these better looking tiles, but
I have been using mostly CEP tilesets because they have more features
than the standard ones. I'm not concerned that this override will
upgrade the CEP tiles, I wish it would.


If you use expansions for the standard interior tileset, they will use the new textures too, but won't have the roofs.
If you can tell me which tiles you need, like the windows by Gaoneng, I can add versions with roofs to the tileset.

Modifié par Zwerkules, 08 octobre 2012 - 02:34 .


#12
Master Jax

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I second that! then we could use windowed models, or some other enhanced tiles, as overrides!

Modifié par Master Jax, 09 octobre 2012 - 05:19 .


#13
s e n

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good work, though I say those rafters are asking for a proper mapping :P

#14
Tarot Redhand

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@Zwerkules I really love your work so I hope you don't mind a very minor criticism from a confirmed pedant (i.e. someone who is pedantic). The direction of the grain on the curved beams is not quite right. As it currently stands they would (in RW) be very weak. If it is possible to use the same texture as you have used for the diagonal beams it would go a long way to correcting it.

TR

#15
Zwerkules

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Tarot Redhand wrote...

@Zwerkules I really love your work so I hope you don't mind a very minor criticism from a confirmed pedant (i.e. someone who is pedantic). The direction of the grain on the curved beams is not quite right. As it currently stands they would (in RW) be very weak. If it is possible to use the same texture as you have used for the diagonal beams it would go a long way to correcting it.

TR


s e n wrote...

good work, though I say those rafters are asking for a proper mapping :P


 I think you are both talking about the same parts of the model which is part of the original Bioware model.
So far I have only removed texture smears on the walls and fixed countless misaligned vertices on the black parts
that appear when a neighbouring tile disappears because of tilefade. The walkmeshes were quite bad, too.
Not to mention the missing undersides of some meshes that become visible at a low camera angle.
There was already so much to fix that I forgot about those beams, but I'll remap their textures at a later point.

Edit: Since those beams are supposed to be curved beams, I'm considering the removal of the original ones and replacing them by higher-poly models that look more curved then those do.

Modifié par Zwerkules, 09 octobre 2012 - 02:40 .


#16
Bannor Bloodfist

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hehe... now you wonder why it took CTP soo long to release a fixed tileset?

We found and fixed all of those issues in the Bioware sets, but since our sets were always patches/updates/improvements etc, we did a complete rename of the original tiles.

Note that there are likely many issues not mentioned above as well, like some tiles need pathnodes adjusted. Our biggest complaint was the "low camera angle" issues and tile-fade issues you did mention though, it affects almost every tile and typically requires quite a bit of work to repair.

#17
Zwerkules

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Yes, this is taking longer than making a new tileset from scratch.

#18
OldTimeRadio

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@Zwerkules - As always, excellent work!

#19
Zwerkules

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I'm still working on it:

Posted Image

I've finished between a third and half of the tiles so far. And I wish they original ones weren't quite so buggy! There was one that had some black meshes that only appeared on other tiles far away from that tile.
Not all the candle animations worked. Especially those that were linked to an animloop to make it possible to turn them off. I fixed those. I was thinking about making it possible to turn off the other candles too.
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#20
henesua

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I like this very much, Zwerkules. I'll be using this when its ready.

#21
Shadooow

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henesua wrote...

I like this very much, Zwerkules. I'll be using this when its ready.

+1

#22
Fester Pot

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Looking great there, Z!

FP!

#23
Zwerkules

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Thanks for the nice comments!

When I started adding the roofs I had planned to finish this by the end of October, but I'm not sure now that I will, because what I hadn't thought of are the many badly mapped meshes, walkmesh errors, misaligned vertices, 'empty' meshes, black somethings that appear more than ten tiles away from the tile that causes them, double meshes, animations that don't work, etc.
Fixing all this is taking a long time. I'd never have thought there were so many bugs in this tileset, after it had been patched several times already.
I have now finished nearly all the terrains and crossers. That leaves several 2x2 groups which won't take long to finish. What will probably take me a few days are the huge temple groups. I could simply raise the walls and add a flat plane for a roof, but I don't want that. I'll see if I can add vaulted ceilings.

Posted Image

When working on the tiles I sometimes get sidetracked. When I saw the wheel of that cart, I thought that it didn't look like a wheel at all (it had six sides and looked more rectangular than round).
I added a proper round wheel with spokes. But now I'll concentrate on finishing the roofs. After that I may go back to a few of these tiles and make the barrels rounder and so on.

Modifié par Zwerkules, 22 octobre 2012 - 02:58 .

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#24
Tarot Redhand

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For anyone else who has trouble finding the wagon, never mind the wheel, it's behind the figure with the torch and to the right, just in front of the cage. Nice work Z - small picture (^_^).

TR

#25
Zwerkules

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Tarot Redhand wrote...

For anyone else who has trouble finding the wagon, never mind the wheel, it's behind the figure with the torch and to the right, just in front of the cage. Nice work Z - small picture (^_^).

TR


Just view it in full size. ;)