Calister placeables
#151
Posté 31 octobre 2013 - 08:59
That would go well with the cave set on the other side.
PJ
#152
Posté 31 octobre 2013 - 10:49
#153
Posté 31 octobre 2013 - 11:54
Calister68 wrote...
Well, after hours of fighting against the deadly gang known as "gmax and the evil textures", I finally managed to realise this :
- mine shaft tile
- breached castle wall tile
As you can see, these are not placeables, but real tiles. Both are new variations of the "open floor" tile in the standard mine tileset and the "1-wall" tile in the standard castle tileset.
Yes, those both look very good.
I think a castle wall would be solid stone, so that tile would probably be more appropriate for the castle cellar.
#154
Posté 01 novembre 2013 - 12:07
#155
Posté 01 novembre 2013 - 09:22
I'd have done anything to have something like this when I was creating some of my modules^_^
This tile has a little problem though, because you have to manually set the wall color of the tile (even if there's no wall) in the toolset to match with the other tiles floor color. I don't know why, it must be a problem with the tint texture...
#156
Posté 01 novembre 2013 - 02:48
I guess the guy in the picture just pushed the dwarf in?
PJ
#157
Posté 01 novembre 2013 - 02:53
This... is... FAERUN!PJ156 wrote...
Very nice,
I guess the guy in the picture just pushed the dwarf in?
PJ
#158
Posté 01 novembre 2013 - 04:27
PJ156 wrote...
Very nice,
I guess the guy in the picture just pushed the dwarf in?
PJ
Yes, that's correct, but the dwarf is safe -he landed on a pile of dwarves corpses who cushioned the fall.
Color problem solved on the pit tile -just a suffix mistake on the pit name^_^
Modifié par Calister68, 01 novembre 2013 - 04:27 .
#159
Posté 02 novembre 2013 - 01:36
Calister68 wrote...
A pit for the crypt tileset.
I'd have done anything to have something like this when I was creating some of my modules^_^
This tile has a little problem though, because you have to manually set the wall color of the tile (even if there's no wall) in the toolset to match with the other tiles floor color. I don't know why, it must be a problem with the tint texture...
That looks perfect; it fits the surrounding texture just so. Very nice.
#160
Posté 03 novembre 2013 - 09:45
I think I've done everything correctly : same name for the C3 object and the tile wall (with the " _C3" suffix), the tag is correct (UIFlag = None)... I even took a c3 mesh from a stock tile and renamed it... but it's still not working. I spent hours working on this, and I'm still unable to find a solution.
Any clue, someone ?
#161
Posté 03 novembre 2013 - 03:26
#162
Posté 03 novembre 2013 - 04:01
I finally solved the problem, caused by multiple material ids that apparently prevented the C3 mesh to work correctly (I had to set everything to 1).
A surprising thing I learned from this experience : I had to build a box with the C3 mesh around the cavity in order for it to appear correctly in game (otherwise the texture was totally black) and to mask the undiscovered areas located behind... the toolset can be sometimes so funny ! (I need a beer:lol:)...
The metatile is now fully fonctionnal.
#163
Posté 03 novembre 2013 - 04:26
#164
Posté 03 novembre 2013 - 05:27
#165
Posté 03 novembre 2013 - 11:41
A dungeon pit in progress for the standard castle tileset. Change the floor texture in the toolset, and it also works pretty well with the others tilesets -except the shadow fortress. But nothing works with the shadow fortress.
#166
Posté 03 novembre 2013 - 11:44
Modifié par andysks, 03 novembre 2013 - 11:44 .
#167
Posté 04 novembre 2013 - 02:00
Calister68 wrote...
But nothing works with the shadow fortress.
Not even the Shadow Fortress works with the Shadow Fortress
#168
Posté 04 novembre 2013 - 02:56
Mwahahahaha...
#169
Posté 04 novembre 2013 - 06:53
andysks wrote...
Where's the dwarf?They all look amazing man. Really.
He's on the screenshot (remember that witch ?
rjshae : yes, I thought about this grate, maybe I'll take the time to build one, even if there are already some stock placeables that would work well for this purpose (the mulsantir frame, for example).
Edit : I wonder, did someone already made custom tiles or metatiles (apart from the tilesets) ? I searched on the vault (the old one), but found nothing... knowing what has already been done would help me not to create twice the same things...
re-edit : ok, I finally found some files on the vault. I'll see if there's something interesting.
Modifié par Calister68, 04 novembre 2013 - 08:59 .
#170
Posté 06 novembre 2013 - 11:47
- cave exit - toolset
- cave exit - in game
To model this one, I carved a "tunnel" in one of the variations of the "hall end-no doors" tile of the cave tileset.
As usual, the hard part was the texturing, and I nearly lost my patience trying to match the modified texture I used in the "tunnel" with the stretched and deformed texture the devs applied on the walls - which of course I couldn't move, because it had to remain seamless with the others tiles. I had to use some tricks, but the result is nice enough, I think.
Before someone ask : no, there are no door on this one (a door on a natural cave entrance ? We're not in Oblivion !
I also tried to make different version of the tile, with more or less stalactites on the ground and hanging from the ceiling, but the result was very odd, because there are few of these objects on the others tiles. So the best result was to let just two of it.
I also polished the texturing of the edges and sides of my dungeon pit tile. And I created an other texture of this stone wall, with some moss (because it's supposed to be pretty wet down there^_^).
I love to work with this stone wall texture, I find it very realistic. Maybe it'll be the base of a future tileset I have in mind...
Modifié par Calister68, 06 novembre 2013 - 11:50 .
#171
Posté 06 novembre 2013 - 11:57
Modifié par kamal_, 06 novembre 2013 - 11:57 .
#172
Posté 07 novembre 2013 - 12:05
#173
Posté 07 novembre 2013 - 12:08
As long as you can change the texture around the pit, assuming the pit feature doesn't fill the entire tile.Calister68 wrote...
Not this one, because I used two different textures on the walls. So if you try to select an other texture, it'll just change the "original" texture on the walls, but not in the tunnel. I'm not sure it's possible to change two different textures for a wall in the toolset...
#174
Posté 07 novembre 2013 - 12:23
Modifié par Calister68, 07 novembre 2013 - 12:32 .
#175
Posté 07 novembre 2013 - 12:40
Is the tile also tintable? The cave tilset is not by default. Fixing the tilesets that can't tint or texture swap would be a huge addition, and apparently is just caused by mis-named parts of the tile model. An entirely selfish request for the exterior textures in interior tilesets thread.Calister68 wrote...
Thinking twice, I just tried to apply an other texture, and the result is not so bad. Just use some roots or rocks to hide the texture difference on the right, and it should be fine. Meanwhile, I think it' ll not work with the grey rocky texture (the one nobody uses, because it's too ugly:lol:).





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