I like Velmar's Tower Tileset. Its simple, and yet fills a niche that isn't quite satisified even with more recent tileset improvements such as the 1.69 Castle Interior, City Interior, or Fort with Project Q enhancements. The drawback at this point however is how dated it looks.
I am wondering if there any face lifts or extensions available that I missed? One with a roof, or better stairs, a reskin with better textures etc... would be wonderful.
Does anyone have the 411 on this? Any leads you can give me are welcome. Thanks.
Velmar's Tower Tileset
Débuté par
henesua
, déc. 16 2012 02:29
#1
Posté 16 décembre 2012 - 02:29
#2
Posté 16 décembre 2012 - 03:56
Good post. I was just thinking about that.
Current viable options seem to be that circular room with the circle of pillars, but there's no partitions into individual chambers.
Current viable options seem to be that circular room with the circle of pillars, but there's no partitions into individual chambers.
#3
Posté 16 décembre 2012 - 03:37
<wandering off...>
Hmmm... not on my tileset list, yet.
*strips off his robe and dives into the Vault*
Edit: Is now. Thanks H. A worthy addition, too.
Edit 2: *Circus* tiles?! Oh, cool! What else did Velmar make...?
<...in the wrong direction>
Hmmm... not on my tileset list, yet.
*strips off his robe and dives into the Vault*
Edit: Is now. Thanks H. A worthy addition, too.
Edit 2: *Circus* tiles?! Oh, cool! What else did Velmar make...?
<...in the wrong direction>
Modifié par Rolo Kipp, 16 décembre 2012 - 03:43 .
#4
Posté 20 décembre 2012 - 12:46
Why haven't I heard of this tileset before? *puzzled look*
~scampers off to dl it~
~scampers off to dl it~
#5
Posté 20 décembre 2012 - 05:03
<holding out his bowl...>
And if anyone finds more hidden goodies (I *have* all the Vault archived, but *finding* the blasted things is problematical), please do bring them to my attention.
I want to add them to the (still basic) tileset list I inherited from Skunkeen.
Eventually, I want a complete list of terrain, features and groups (with screenies!) for each tileset and then go through and review them...
But, no, H. I don't know of any update for his tower :-(
<...for more>
And if anyone finds more hidden goodies (I *have* all the Vault archived, but *finding* the blasted things is problematical), please do bring them to my attention.
I want to add them to the (still basic) tileset list I inherited from Skunkeen.
Eventually, I want a complete list of terrain, features and groups (with screenies!) for each tileset and then go through and review them...
But, no, H. I don't know of any update for his tower :-(
<...for more>
#6
Posté 20 décembre 2012 - 07:33
henesua wrote...
I am wondering if there any face lifts or extensions available that I missed? One with a roof, or better stairs, a reskin with better textures etc... would be wonderful.
I was going to add towers like the ones in the tni01 tileset to the tin01 tileset and add roofs. I can add those extra tiles to make 3x3 towers possible and add rooms with stone floors and floor tiles like Velmar did. I'd also make it possible to have bigger rooms than the one tile rooms and there'd be some with carpets and windows with curtains.
#7
Posté 20 décembre 2012 - 11:18
Talking of hidden stuff... Zwerkules when were you going to tell everyone about this new submission? Hmmm?
TR
TR
#8
Posté 20 décembre 2012 - 11:49
Zwerkules wrote...
I was going to add towers like the ones in the tni01 tileset to the tin01 tileset and add roofs. I can add those extra tiles to make 3x3 towers possible and add rooms with stone floors and floor tiles like Velmar did. I'd also make it possible to have bigger rooms than the one tile rooms and there'd be some with carpets and windows with curtains.
I look forward to this then, Zwerkules. Also have you seen the basement tower rooms in the Castle 2 tileset? I like those. The dingey look is nice for a basement. It would be interesting to see a look like that as an option amonst the 3x3 tower rooms.
#9
Posté 23 décembre 2013 - 06:04
Not finding another tower tileset, I decided to work a little on Velmar's.
My first task was to make some sense of the mess. I created two terrains, and assigned tiles to them. One terrain includes the tiles with a tile floor. The other includes the one with the white stone walls. I set up proper path nodes and visibility nodes. Then I reorganized the groups to only include special features (doors, stairs, rooms).
It is much easier to use this tileset now, but you no longer have the freedom to throw tiles anywhere. The tiles follow the rules you would expect.
This is good enough for me now. With the cleaner set up, I imported this into another tileset which is a collection of interiors, and started using it.
Next tasks:
fix shadows
retexture
ceilings
additional variations
Have no idea how much time I will spend on this, but I figure that until I do something more substantial I have nothing to post publicly.
My first task was to make some sense of the mess. I created two terrains, and assigned tiles to them. One terrain includes the tiles with a tile floor. The other includes the one with the white stone walls. I set up proper path nodes and visibility nodes. Then I reorganized the groups to only include special features (doors, stairs, rooms).
It is much easier to use this tileset now, but you no longer have the freedom to throw tiles anywhere. The tiles follow the rules you would expect.
This is good enough for me now. With the cleaner set up, I imported this into another tileset which is a collection of interiors, and started using it.
Next tasks:
fix shadows
retexture
ceilings
additional variations
Have no idea how much time I will spend on this, but I figure that until I do something more substantial I have nothing to post publicly.
#10
Posté 23 décembre 2013 - 09:52
Okay, this is spooky. I PM'd Estelindis about an hour ago, about my wanting to start working on the tileset listed below, which is already in a usable form for Castle Int 1. My intention was to make it available for Castle Int 2, make some repairs, and also add 2x2 groups for larger round structures. I figured it would be a good tileset for me to cut my Gmax teeth on since it is so small, and also since as it is not a separate tileset per se, it would be usable by the community.
Then I see your post, desiring the same thing.
Regardless, I will still probably attempt (as I have to learn) but I'm sure you will be done long before I, as I am just barely learning to turn Gmax on. If the link below helps you, even better.
Round Tiles for Castle Tileset - NOW WITH DOORS! version 1.4
Then I see your post, desiring the same thing.
Regardless, I will still probably attempt (as I have to learn) but I'm sure you will be done long before I, as I am just barely learning to turn Gmax on. If the link below helps you, even better.
Round Tiles for Castle Tileset - NOW WITH DOORS! version 1.4
Modifié par WoC_Builder, 23 décembre 2013 - 10:05 .
#11
Posté 23 décembre 2013 - 11:13
Thankfully, those additional tiles for Castle Interior, and Velmar's Tower Interior, are completely different base works - so I believe both projects are entirely viable alongside one another. The more towers the better!
#12
Posté 23 décembre 2013 - 11:25
well, my motivation is use, and i've got a lot of building and scripting to do. Since what i have works, its gonna be awhile before i am motivated to do more. textures are the kinda thing i can do when brain dead after a long work day however... so might still do that when i am too burned out to write scripts. 
Anyway, I'll share what i have on neverwintervault in the interest of getting help ... err
in the interest of community.
Anyway, I'll share what i have on neverwintervault in the interest of getting help ... err
#13
Posté 24 décembre 2013 - 03:59
The process is started. I posted my minor edits of Velmar's Mini-Tileset to the Neverwinter Vault.
Here's a pic showing the most obvious improvement (which helped me better understand how to make a tileset).

If you want to contribute to this, please step up. I would be happy to collaborate.
Here's a pic showing the most obvious improvement (which helped me better understand how to make a tileset).

If you want to contribute to this, please step up. I would be happy to collaborate.
#14
Posté 24 décembre 2013 - 06:58
Subtle Changes. Went for Dark and Light themed towers using standard NWN textures alongside Velmar's. Its a subtle change, but I think for the better.
Dark

Light
Dark

Light
#15
Posté 25 décembre 2013 - 01:10
I think I would like to make some of these textures reflective, as if they had a high specular rating. But reflective only in certain parts of the texture. Can you do that in NWN. Can I use an alpha layer to achieve that?
What do I need to do? Point me the way, please. I know what a TXI is and I can make an alpha, but wonder about TXI verbage to get it right, other settings on the model and miscellaneous pieces.
What do I need to do? Point me the way, please. I know what a TXI is and I can make an alpha, but wonder about TXI verbage to get it right, other settings on the model and miscellaneous pieces.
#16
Posté 25 décembre 2013 - 05:10
<looking deep...>
Yes, alpha is reflectance. The more alpha, the more envmap applied.
Probably the best examples are the drow tileset texture txi. (I won't have my laptop fired up until Thurs :-P ).
<...underground>
Yes, alpha is reflectance. The more alpha, the more envmap applied.
Probably the best examples are the drow tileset texture txi. (I won't have my laptop fired up until Thurs :-P ).
<...underground>
#17
Posté 25 décembre 2013 - 08:15
Illithid tileset is also another good example of it being used. Another good example of it would be [url=http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6812]Helvene's Maze tileset[/ur]
Its completely doable, just gotta modify the textures appropriately
Its completely doable, just gotta modify the textures appropriately





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