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Toro's Rural Expansion !!


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#176
meaglyn

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I think it's a spreadsheet that Sen made. MD used it and they discussed it in one of his two tileset threads but I could not find it with a quick scan. Check out the Bad lands and middle dark threads. It's in there somewhere...


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#177
Ssythilac

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Keep up the great work Toro!!



#178
T0r0

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Coming along !

 

castleterrain2.jpg


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#179
Jedijax

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No che be la imagen



#180
Quevy

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:)

 

castleterrain2.jpg


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#181
3RavensMore

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Anyone else have trouble viewing Quevy's images?



#182
Tarot Redhand

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Yep, just comes up as an image placeholder for me.

 

TR



#183
Quevy

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is the image of the Toro taken from the source!



#184
T0r0

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Someone awhile back requested a sewer pipe exit/entrance . Here's my version based off a sigil tile. 

Will be in next update.

 

tororuralsewerent.jpg


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#185
Ssythilac

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T0r0, all of this is work is terrific! Well done!

 

A question: have you think in make it a standalone tileset, rather than an override of the rural? I think that the tileset have now so much cool and independent features to work alone with ease.

 

 In my personal case, I had the override folder full of things for the rural tileset (trying to improve maybe the most weak of all the Bioware original tiles) and some of them collides with this, making your tileset hard to use to me. 

 

Anyway, wonderful work, T0r0!



#186
s e n

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Someone awhile back requested a sewer pipe exit/entrance . Here's my version based off a sigil tile. 

Will be in next update.

 

tororuralsewerent.jpg

Very nice! I would make more versions of it: smaller one, another with tiny stream coming out of it, and big and small versions with lockable custom door


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#187
T0r0

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Thanks guys, that tile came out well.

 

Ssythillac ~ You can easily make it a non replacing tileset by renaming the set file. ( like CEP did , i.e. ttr01/ztr01)

                  ((( on second thought, you still might have texture issues.. Texture replace feature in Jlen set editor will make short work of it ))) 

 

Sen ~ Those are good ideas. I'm not good with water or emitters tho. Ironically I have a deep water version that came first. Castle wall bordering the deep water but I hadn't really figured out how to give players access to that sewer. In the end, it will probably be just inaccessible and for visual only.


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#188
ShadowM

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Nice job there, I can see that being cut off and made into a placable version and made into some variants.



#189
Tarot Redhand

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I can see that sewer entrance/exit being used with tile magic so that you have a water level coming halfway up it.

 

TR



#190
T0r0

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Grrrrr........

 

What is the secret sauce to getting a shadow to cast on flat water below z 0 ??

 

I had previously raised the whole tileset by 5m but it turns out that it wasn't enough because I still have an odd tile or 2 which because of the multiple raise I had to sink 5m. So it turns out the water on that tile is still under the 0 z axis... Like I said, this is only a tile or 2 so I really don't want to raise the whole tileset again.

 

I read something Danmar posted awhile ago 

Just as a curiosity shadows cast on flat water surfaces below z=0 from dynamic lighting do work.
I never investigated the why it works, could be because the surface is flat, it's transparent, it's linked to the a dummy or it's just a quirk.
You could experiment to see if any of the above settings work on non-flat surfaces.
But raising everything up while time consuming (although with a bit of scripting you could automate it to some extent) does work

 

 

Anyway I'm including a pic.

castleshadow.jpg

 

As you can see the neighboring tile (corner castle) will cast a shadow on the water of the tile that has the water below 0 z. 

 So I tried to cheat by attaching a non rendering shadow box to an adjacent tile to see if that will cast a shadow but it didn't either..

     

So any ideas? I need a workaround for this one. If it can't be fixed I'm on the fence of even including it.

 

(correction, the shadowbox idea did work if I attached it to the corner tile but this is not ideal because it will mess up shadows for any other configuration.. I'm trying to connect the shadowbox to the flat tile behind it which is a normal tile height also but that one does not work)

 

 

After much tinkering......

         I don't want to leave these tiles out because it came out pretty good but worse case scenario. I copy the corner tile/rename (left castle corner), attach the extra shadowboxes, make it a 3 tile group. Left castle corner- castle waterfall left- castle waterfall right.. 

The biggest con to this is I'm limiting its use in that to the left you will always have the corner but I think I can live with that.


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#191
T0r0

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So the workaround would look like this

 

castleshadow02.jpg

 

I'd have to attach the crenelations to the corner tile too and it would be perfect methinks.


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#192
Nevercallmebyname

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where's the download? I wants this!



#193
CaveGnome

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Wonderful work T0r0 ! Wish I could do things like that with shadows... Cowardly disabling them in most cases. I didn't know you could have them below zero.
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#194
T0r0

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ok, finally got this to work to a point I'm happy with and I can move on. 

 

So I made it a 4 tile group. Waterfall left and right and the 2 tiles directly in front . (one on the right being a random using -1 in group section).

This way it does not mess with any castle configuration. 

 

I almost gave up on this because as you see above, it worked when the tiles were placed individually. However when grouped, it didn't work.

After much experimenting I got it to work........

 

Attention Sen, MD, and anyone else that messes with multiple height tilesets..

As you guys know, the tile with half the tile at 0 and the other half at 2 did not work. the workaround was making half -1 and the other half 1 in the set file and sinking the whole mdl in max. Then you can place it.

-----------

A-1  B1  I

A-1  B1  I

------------

However if you group that tile with a regular height tile, it doesn't place.  I'm not much for lessons (OTR  :P )

 

Long story short --- I got the group to work by making the tile that was half -1 and half 1 ,,  half 0 and half 2 in the set file...which has never worked and yet it does...in a group. 

 

Hopefully you guys get what I'm saying.

Ofcourse this can all be a fluke and I did something else and tomorrow it won't work.. 


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#195
T0r0

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7/20/2016 updated hak.

  

I haven't worked on this in awhile so I wanted to pack up what I had.  The first thing you might notice is I decided on a new cliff texture that I feel camouflages inconsistencies better. Hope you like it.

Castle terrain is expanded but still not complete. I need to add more stairs and enter/ exit tiles..

There's also a couple height transition tiles that have walkable outcrops so they might be ideal for climbing checks. You'll know what I mean when you see it.

Also the waterfall and sewer tiles are in here.

 

**Now for something technical**

For those of you interested in the edge tile dilemma I had.I tried a new approach. To summarize the problem, the 2 height transition had problems with edge tiles in 2 out of 4 directions. Thats because in the edge 2da , you can only specify one raise with the asterisk. So the double raise would show wrong edge. Anyway long story short, there's a tile called tile toro1_a02_sw01 that is the same as toro1_a02_01. However this tile will show the correct edge when placed on the south and west edges, hence the sw. (the only difference is in the set file, I reversed the fake crosser info ). So eventually all the edges could potentially work.

 

Hope you enjoy !

 


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