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Calister placeables


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#151
PJ156

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Very nice indeed. I especially like the breached castle tile.

That would go well with the cave set on the other side.

PJ

#152
Calister68

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Thank you for your comments, guys !

Oh, and... happy Halloween !

#153
rjshae

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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
Tchos

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Happy Halloween to you too! Quite a series of adventures that poor dwarf is going through!

#155
Calister68

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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...

#156
PJ156

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Very nice,

I guess the guy in the picture just pushed the dwarf in?

PJ

#157
kamal_

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PJ156 wrote...

Very nice,

I guess the guy in the picture just pushed the dwarf in?

PJ

This... is... FAERUN!

#158
Calister68

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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
rjshae

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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
Calister68

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I think I have a problem with the breached wall tileset... because the cavity behind the wall didn't appear correctly in game (it was hidden by the next tile), I had to transform the tile into a metatile, occupying 2 tiles square instead of one. This fixed the problem, but I discovered that the C3 collision mesh doesn't work at all - the camera is going through the tile as if there were no wall.

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 ?:wizard:

#161
rjshae

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How's your C2 mesh? I think that gets evaluated first.

#162
Calister68

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rjshae : there are no C2 in tiles, only a C3 (as far as I know).

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
rjshae

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Great!

#164
casadechrisso

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Damn, once those entrances are final I'll have to open the toolset again... only to get frustrated because I forgot how to merge 2das or something. Great stuff!

#165
Calister68

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Thanks all, your comments are much appreciated ! ^_^

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
andysks

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Where's the dwarf? :) They all look amazing man. Really.

Modifié par andysks, 03 novembre 2013 - 11:44 .


#167
Morbane

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Calister68 wrote...

But nothing works with the shadow fortress.


Not even the Shadow Fortress works with the Shadow Fortress :blink:

#168
rjshae

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All we need now is a horizontal iron grating placeable we can put down into some of the holes, plus a nasty downturned hook placeable to line the sides and keep whatever's down in the open hole from getting out....

Mwahahahaha... ^_^

#169
Calister68

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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
Calister68

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I spent the last few days working on a tile I wanted to create for a long time :

- 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 ! :lol:). I would say the better way to interact with it is to use a collision box, or even better, put a useable black tile box in the dark area of the tunnel (I made it walkable).

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
kamal_

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Cool, I have to ask, are the tiles set up to allow texture selection like stock tiles?

Modifié par kamal_, 06 novembre 2013 - 11:57 .


#172
Calister68

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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...

#173
kamal_

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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...

As long as you can change the texture around the pit, assuming the pit feature doesn't fill the entire tile.

#174
Calister68

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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:).

Modifié par Calister68, 07 novembre 2013 - 12:32 .


#175
kamal_

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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:).

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. :D