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Roofs for Bioware interior tilesets


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#26
Bannor Bloodfist

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Every single tileset from Bioware has issues like that. Every one :o. Some, much worse (higher bug count) than others. I think the worst of the exteriors was the Tropical set, but that was not actually "created" by Bioware, it was outsourced and did not get a large amount of QA testing for the tileset itself.  Interior wise, I think the average bug counts that remains after all the Bioware patches is still very large.  And we all have to remember that they were never intended to have ceilings at all, so many of the bugs you are likely finding would not have been counted by Bioware. Interiors have all those darn corners every where... corners at floor, corners in the corner, corners at the top edges, etc. Lots of places for bugs to creep in. :sick:

The rural castle set had the toughest QA I could possibly give it, and Velmar did an amazing job fixing a huge number of the bugs that I reported, but many were STILL left unfixed when it was released. :(

Anyway, I feel your pain with it, and you are doing an amazing job getting the roof sections placed. :wizard:

If you get bored with fixing interior stuff, I have a fairly large "Tropical" type of set that could use an extra pair of hands or maybe ten extra pairs! :P  It is NOT a clone of the Bioware Tropical, but a clone of Rural, with lots of Tropical additions, better beaches, lava, working Volcano (not finished yet though), etc... J/K... well, maybe not kidding... I had put it on back burner for a while, but will be digging back into it now that I have finished playing the new Dawnguard DLC for Skyrim.

Modifié par Bannor Bloodfist, 22 octobre 2012 - 05:38 .


#27
Lovelamb

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I'm used to the usual, roofless tilesets, but once you see the roofs, you can never go back. I'm using CEP mostly for the windows, both the windows that can be painted anywhere and the whole room tiles 1x2 that have them. I hope you can add roofs to them in the future, but anyway, this is looking great.

#28
Zwerkules

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Lovelamb wrote...

I'm used to the usual, roofless tilesets, but once you see the roofs, you can never go back. I'm using CEP mostly for the windows, both the windows that can be painted anywhere and the whole room tiles 1x2 that have them. I hope you can add roofs to them in the future, but anyway, this is looking great.


Once I finished the roofs for all the standard tiles, I'll add tiles with windows. I'll also make a proper kitchen terrain.
The terrain that is named 'kitchen' now doesn't have a single kitchen tile. It all looks like a warehouse to me.
I replaced the tiled floor in that terrain by wooden planks because that fit the warehouse theme better.
The kitchen terrain I'll be making will have tiled floor - and there'll actually be some food there and places to prepare food.

#29
henesua

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That sounds delightful, Zwerkules.

#30
NWN_baba yaga

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Yeah the kitchen terrain .... well what to say. Time for some real cooking zwerkules;)

#31
NWN_baba yaga

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yes precious... make it tasty yes precious? we want tasty kitchen terrain:D

#32
Frith5

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Zwerkules wrote...

Lovelamb wrote...

I'm used to the usual, roofless tilesets, but once you see the roofs, you can never go back. I'm using CEP mostly for the windows, both the windows that can be painted anywhere and the whole room tiles 1x2 that have them. I hope you can add roofs to them in the future, but anyway, this is looking great.


Once I finished the roofs for all the standard tiles, I'll add tiles with windows. I'll also make a proper kitchen terrain.
The terrain that is named 'kitchen' now doesn't have a single kitchen tile. It all looks like a warehouse to me.
I replaced the tiled floor in that terrain by wooden planks because that fit the warehouse theme better.
The kitchen terrain I'll be making will have tiled floor - and there'll actually be some food there and places to prepare food.



Awesome! That'll give me a good place to utilize my old pots/pans/skillets, etc. weaponry. Loving what you've done, and what you're gonna do! THANKS!

#33
Rolo Kipp

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<sharpening his...>

Hey, Frith! Cestus will be using some of those old things for his Tinker cart... ;-)
Credit where it's due, of course =)

<...wits>

#34
henesua

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This tileset is looking great these days, Zwerkules!

#35
Zwerkules

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I still have no idea what the roofs for the temples will look like, so I added Gaonengs tiles first and am making roofs for those. For the textures of the windows I'll use my Arabian Nights tileset, my rural tileset and the Medieval City instead of the standard tilesets Gaoneng used.

#36
henesua

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That all sounds good. I'll double back to this when I see the next update. Right now I'm using what you've made so far.

#37
Zwerkules

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I have added roofs to the corridor tiles with windows made by Gaoneng.
The terrains with windows will follow soon.

Posted Image

The image is a little small here, so better view it in full size. ;)

Modifié par Zwerkules, 02 novembre 2012 - 09:32 .

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#38
henesua

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wow....

Is there a set file needed for this latest update? I am assuming that the windows are new tiles.

wait... i think I get it. If you use Gaoneng's set file... then the window tiles in your override will be used as well.... otherwise you don't see them.

Modifié par henesua, 02 novembre 2012 - 09:38 .


#39
Zwerkules

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Yes, I added all of Gaoneng's tiles, so I also used his set and pallette, I just added the changes of some path nodes and door visibility nodes I made to the set file to his set file.
Once I have finished roofs for one of the terrains, I'll upload an updated file to the vault.

This will be compatible with modules that use the standard interior tileset without any expansion or with Gaonengs expansion, but not with other expansions (since they wouldn't have any roofs anyway).
I'll also add my own tiles with diagonal walls between two different terrains, illusionary walls, 'round corners' and probably raised terrain after the tiles Gaoneng made.

Modifié par Zwerkules, 02 novembre 2012 - 09:47 .


#40
henesua

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OK I have a different set file overriding yours and so I will need to add the changes when you are finished.

#41
Zwerkules

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When I looked at some of the windows to remove a texture smear on them, I thought that the shadows for those windows could never work properly, so I tested them with a torch in hand in game and sure enough all the shadows are pretty bad.
I don't have time to fix shadows in over 100 tiles, so they'll just have to stay that way.
Unless you are in a dark room with a torch in your hand they aren't much of a problem anyway.

#42
Bannor Bloodfist

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Clean Models 3 by OMB can turn all shadows off for you, but I don't think you can set it to only handle the window frames, it would turn shadows off completely in every tile it touched (only if you have that option turned on that is).

Note that CM3 can also attempt to FIX the shadows for you as well.

Modifié par Bannor Bloodfist, 03 novembre 2012 - 07:34 .


#43
T0r0

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How reliable is CM3 in fixing shadows? Recommended settings?

#44
Zwerkules

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I have finished all but two of Gaoneng's tiles.
Here is a screenshot of the homes terrain:

Posted Image

Now all the crossers and terrains have roofs. Only the groups bigger than 2x2 are still without roofs.
That's the barracks, brothel, barn and the three temples.
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#45
henesua

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This is going to be very nice to use. Your generosity with your work is a gift to the community. Thank you, Zwerkules.