Calister placeables
#176
Posté 07 novembre 2013 - 06:16
#179
Posté 07 novembre 2013 - 11:53
#180
Posté 08 novembre 2013 - 12:02
Calister68 wrote...
kamal : I think you found the answer by yourself
Here is a gallery of all the placeables and tiles already made for this pack, for which I still have to find a name...
Terrific! There's all kinds of possible uses for these.
"Calister's Hole in the Wall Placeables"?
#181
Posté 08 novembre 2013 - 12:13
Calister68 wrote...
Work in progress for a new tile in the standard interior tileset. I still have to modify the geometry on the sides of the hole.
The texture swapping works very well for the floor, even if some stock textures may look odd with this tile.
It's good, but... the texture looks a little disturbingly fleshy and perhaps stretched a bit. But, as you say, it's a WiP.
#182
Posté 08 novembre 2013 - 12:31
rjshae wrote...
It's good, but... the texture looks a little disturbingly fleshy...
You say that like it's a bad thing. A few jagged tooth placeables within it, and perhaps an animated tongue (retexture the MotB 'sea monster' perhaps?), and you've got yourself a nice creepy gaping maw.
Sarlacc, anyone?
#183
Posté 08 novembre 2013 - 01:25
#185
Posté 08 novembre 2013 - 06:11
I've been thinking: the isometric viewpoint game ToEE had a floating door icon for the exits you couldn't see. In NWN2 we have that area transition trigger with the rotating circular map. It would be nice if we had another area transition trigger that used the floating door icon. That way you could put the trigger around irregular openings like the floor pit and have a selectable indicator that it could be used as a door.
For example, the blue icon next to the dark area to the right of center:

IIRC, there's a ladder icon version as well.
Modifié par rjshae, 08 novembre 2013 - 06:23 .
#186
Posté 08 novembre 2013 - 07:23
They tried to do something like that in nwn2 with the cave entrance placeable, where there's a door. But the result is... disappointing^_^
#187
Posté 08 novembre 2013 - 07:31
#188
Posté 08 novembre 2013 - 09:10
Door Icon option one:
https://www.dropbox....x/door_open.ico
Door icon option two:
https://www.dropbox....qkw/door_in.ico
Modifié par Morbane, 08 novembre 2013 - 09:14 .
#189
Posté 08 novembre 2013 - 10:05
But why not using the nwn2 door icon ?
#190
Posté 08 novembre 2013 - 10:14
#191
Posté 09 novembre 2013 - 12:35
Door/ladder transition indicator placed effect
#192
Posté 10 novembre 2013 - 05:15
screen 1
screen 2
screen 3
screen 4
This one is probably the most complex I've made so far, and it asked me almost 3 days of work. I choose to make this metatile because it's something I needed so much when I was creating my own modules... and I think it's probably one of the links which would be the most used by the community (and by the undeads who wants to escape from their creepy crypt).
I just hope it had not already been done by someone else. I found nothing on the vault, apart from the nice cave links created by RWS for their tilesets.
There's only one limitation for this metatile, though : since I used two different tiles (crypt and cave), the tinting and texture swapping will only work for one of the tiles -the crypt one in this case.
Modifié par Calister68, 10 novembre 2013 - 05:23 .
#193
Posté 10 novembre 2013 - 05:21
Could that be broken up into two seperate metatiles that are designed to go together, one cave and one crypt? That would get around the texturing limitations.Calister68 wrote...
I just finished a new metatile, which is a link between the crypt and the cave tilesets :
screen 1
screen 2
screen 3
screen 4
This one is probably the most complex I've made so far, and it asked me almost 3 days of work. I choose to make this metatile because it's something I needed so much when I was creating my own modules... and I think it's probably one of the links which would be the most used by the community (and by the undeads who want to escape from their creepy crypt).
I just hope it had not already been done by someone else. I found nothing on the vault, apart from the nice cave links created by RWS for their tilesets.
There's only one limitation for this metatile, though : since I used two different tiles (crypt and cave), the tinting and texture swapping will only work for one of the tiles -the crypt one in this case.
#194
Posté 10 novembre 2013 - 05:30
What I've learn so far, is that it's really dangerous to change anything about the stock tiles, unless you're prepared to spend hours and hours to fix it up... if it's possible
edit : I forgot... there's an other reason why it'll not work : a part of the wall is on the cave tile -so the problem would be the same : you'd be able to tint/texture the cave tile, but not the wall.
Modifié par Calister68, 10 novembre 2013 - 05:39 .
#195
Posté 10 novembre 2013 - 06:30
One of the things I discovered in my texture project is the tile model does not have to fit in the tile space. For instance the 2 wall no column cave tile has a version that has a depression in the floor for a small pool or whatever. This tile has a texture ring around the depression that overlaps a bit on adjacent tiles. That made me think the limitation may be the collision/walkmesh, but tile geometry per se.Calister68 wrote...
Good idea kamal, but, I don't think it will work. To make two separate tiles, I'd have to cut the crypt wall in the middle of the side, and it'll surely mess up the geometry and the texturing of the wall... something that looks like a nightmare for me.
What I've learn so far, is that it's really dangerous to change anything about the stock tiles, unless you're prepared to spend hours and hours to fix it up... if it's possible
edit : I forgot... there's an other reason why it'll not work : a part of the wall is on the cave tile -so the problem would be the same : you'd be able to tint/texture the cave tile, but not the wall.
#196
Posté 10 novembre 2013 - 07:34
Modifié par Calister68, 10 novembre 2013 - 07:42 .
#197
Posté 10 novembre 2013 - 07:50
How do you intend to package these? As a set in thier own right I guess, too much faff to try to connect them to one or other of the tilesets?
PJ
#198
Posté 10 novembre 2013 - 08:09
#200
Posté 11 novembre 2013 - 02:25





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