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
Modifié par Zwerkules, 06 octobre 2012 - 10:40 .
Modifié par Zwerkules, 06 octobre 2012 - 10:40 .
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.
Modifié par Zwerkules, 07 octobre 2012 - 08:23 .
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
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.
Modifié par Zwerkules, 08 octobre 2012 - 02:34 .
Modifié par Master Jax, 09 octobre 2012 - 05:19 .
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
Modifié par Zwerkules, 09 octobre 2012 - 02:40 .

+1henesua wrote...
I like this very much, Zwerkules. I'll be using this when its ready.

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