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Dwarven Halls w/ Ceiling


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#1
Pstemarie

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Since I've got Sigil looking like I wanted I decided to move on to something I've been wanting to do for ages...

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I've also redone many of the textures, changing them to a marble hue and adding some "noise" to make them grittier. As an added bonus, the tileset doesn't have that cartoonish look anymore.

When I release this tileset it'll be with the original CTP/JDA textures in the hak. My new textures will be included in a separate hak. 
 

Modifié par Pstemarie, 21 août 2013 - 02:54 .


#2
henesua

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another nice gem. can't wait to play with it.

#3
Pstemarie

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I'm hoping to have a beta available this Sunday. Some of the roofs are a little fiddly - especially where they join into the vaulted cavern. I still need to add stalactites to break up the cavern roof, which is way too uniform for my liking despite my best efforts to create some variation.

#4
T0r0

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Looks awesome !,, now I need to add a proper Dwarven mine entrance to my rural,, hehe......
Hmmm, I recall coming across one awhile back
*searches*

#5
DM_Vecna

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That...is huge! I can't wait to build with it.

#6
Pstemarie

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Another shot from the toolset - taken from inside the "pit" terrain and showing a view of the lower portion of the vaulted ceiling. Note the transition in the background from cavern to worked area.

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#7
Draygoth28

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Very nice. Can't wait to use this.

#8
_six

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Neat-o!

The hard edges don't look too natural but I guess it makes sense since it'd be have to be quarried out anyway. Since you're retexturing it, I'd love to see a bit more contrast between the textures to make it look interesting. But up to you.

#9
Von Stalhein

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Nice work. Great to see that tileset coming into better aesthetic line with the more recent community tilesets. Huge kudos to all of you guys who build these things. They are simply fantastic. (And look aesthetically as good if not better than a lot of modern titles.)

#10
Pstemarie

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_six wrote...

Neat-o!

The hard edges don't look too natural but I guess it makes sense since it'd be have to be quarried out anyway. Since you're retexturing it, I'd love to see a bit more contrast between the textures to make it look interesting. But up to you.


Yeah, I'm not overly excited with the hard edges myself, but I guess I can live with "quarried" out. I'm going to try and camouflage them as much as possible and see if that helps.

#11
Jenna WSI

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I like this ;)

#12
Pstemarie

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Texture Changes - Original (Left) vs. New Coloration (Right)

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#13
Pstemarie

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 First in-game screenshot. Yes, the wall pillars in the corridor are supposed to top out before hitting the ceiling. I'm thinking of adding an upper portion to the wall pillars, but I'm becoming more partial to the stylized look they have now - any thoughts on this?

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#14
dusty.lane

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I like it the way they are now!

#15
Pstemarie

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This image shows the pillar intersection with the arched ceiling - the detail I'm currently debating with myself...

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Modifié par Pstemarie, 23 août 2013 - 02:46 .


#16
Rolo Kipp

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<holding out...>

On the one hand, I like the stylistic look of that.

But on the other, dwarves build with strength and those pillars should continue into a vaulted and groined ceiling, I think. It should *look* like it's supporting the massive weight of a mountain, IMO.

It's a lot of extra work, but have you considered making the connecting arches animloop 2 or something, so you can build it either way?

<...both hands>

#17
TheOneBlackRider

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This is a fantastic improvement! Since I use the halls in "my" project, I'l be probably adding them.

#18
Pstemarie

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Rolo Kipp wrote...

<holding out...>

On the one hand, I like the stylistic look of that.

But on the other, dwarves build with strength and those pillars should continue into a vaulted and groined ceiling, I think. It should *look* like it's supporting the massive weight of a mountain, IMO.


You and I think too much alike. You nailed exactly the issue I'm having with this - I just couldn't articulate it to myself. You are absolutely right, Dwarves build things to last!

It's a lot of extra work, but have you considered making the connecting arches animloop 2 or something, so you can build it either way?

<...both hands>


This a great idea and wouldn't really be all that difficult to do. The tiles are very symmetric so it would probably just entail creating the animation set for a few tiles then porting it into the others as needed.

Modifié par Pstemarie, 23 août 2013 - 11:12 .


#19
OldMansBeard

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Pstemarie wrote...
This a great idea and wouldn't really be all that difficult to do. The tiles are very symmetric so it would probably just entail creating the animation set for a few tiles then porting it into the others as needed.


Try setsupermodel ... :whistle:

#20
Tarot Redhand

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@Pstemarie, I'll reserve judgement until you release this as it will hopefully be 100% compatible with modules built using the original ctp version. That way I can then actually try it out in my module "A is for adventure 0". That way I won't be making a snap judgement but will be able to give it a considered look. Having said that, I tend to agree with Rolo re the ceiling join and I'm not sure about the colour change which is why I'll wait.

TR

Modifié par Tarot Redhand, 23 août 2013 - 02:16 .


#21
T0r0

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A little off topic........ What exactly is the process for adding variations to an a node? Is it just linking? No animroot stuff ?

#22
Pstemarie

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Tarot Redhand wrote...

@Pstemarie, I'll reserve judgement until you release this as it will hopefully be 100% compatible with modules built using the original ctp version. That way I can then actually try it out in my module "A is for adventure 0". That way I won't be making a snap judgement but will be able to give it a considered look. Having said that, I tend to agree with Rolo re the ceiling join and I'm not sure about the colour change which is why I'll wait.

TR


It is fully compatible with the CTP version. I have no plans to add new tiles so the SET and ITP files from CTP will not be overridden. I am also leaving the original tile geometry alone - aside from a walkmesh material change over the pit terrain from "nonwalk" to "deep pit" and the z-height of one pillar type (so it hits the roof). Thus, any placeables, sounds, etc. you've painted will not be affected.

The color change will be available as a hak separate from the CTP rebuild. Therefore, if you want the original textures just use the core hak (which will have the same name as the CTP hak). If you want the new textures, just add the texture hak above the core hak.

I have turned tile fade off for my build, but will be releasing two base haks - one that fades and one that doesn't. Again, more options for builders. Personally, I think tile fade wrecks immersion but many folks like it so...

#23
Pstemarie

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OldMansBeard wrote...

Pstemarie wrote...
This a great idea and wouldn't really be all that difficult to do. The tiles are very symmetric so it would probably just entail creating the animation set for a few tiles then porting it into the others as needed.


Try setsupermodel ... :whistle:


DOH! - amazing how I overlook the simple things.

#24
Pstemarie

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WIP render of the fence crosser - extended to meet the ceiling

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Modifié par Pstemarie, 24 août 2013 - 04:47 .


#25
Pstemarie

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Alpha version is up for testing. This version is NOT sliced for tilefade and includes my alternate textures as a separate hak to place above the CTP hak.

http://social.biowar...t_file_id=15048

Note: The really large broken pillar group has not been modified yet and lacks a roof.

Modifié par Pstemarie, 31 août 2013 - 09:18 .