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Calister placeables


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#176
Tchos

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I love the mossy-edged dungeon pit look.

#177
Calister68

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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...

#178
Calister68

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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.

#179
Happycrow

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Epic, Calister. PLEASE tell me you're copacetic with the 2da/hak project in the other thread....

#180
rjshae

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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
rjshae

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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
Dann-J

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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? Image IPB

#183
Morbane

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"Calister's Abyssal Dens"

#184
Calister68

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Sarlacc's meal is ready !

I used the wall texture of the cave tileset for the sides of the hole. I think it looks good, but you'll need to place a light inside the hole for a better result.

#185
rjshae

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Excellent!


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:
Image IPB

IIRC, there's a ladder icon version as well.

Modifié par rjshae, 08 novembre 2013 - 06:23 .


#186
Calister68

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That would be nice, but I have no idea how to make such a thing.
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
Tchos

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It would be simple work to just make a placed effect of a door or ladder icon in the style of ToEE, and the builder could just place it in the invisible collision cube that you may be using for the transition. I personally would rather use a more old-fashioned looking door icon rather than the minimalistic modern style ToEE used in its interface, and probably something like yellow instead of blue. Blue feels more like science fiction to me. Does someone have a door icon I could use to make the effect?

#188
Morbane

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Tchos:

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
Calister68

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Yes, this would be a nice addition, Tchos.^_^ 

But why not using the nwn2 door icon ?

#190
rjshae

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Yes it would. Why not make it tintable though?

#191
Tchos

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Hmm, I'll break this off into another thread so it doesn't interfere with Calister's placeables.  :)

Door/ladder transition indicator placed effect

#192
Calister68

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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 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
kamal_

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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.

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.

#194
Calister68

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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.

Modifié par Calister68, 10 novembre 2013 - 05:39 .


#195
kamal_

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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.

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.

#196
Calister68

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Yes, I see what you mean, and it will probably work that way -though I'm not sure the walkmesh would connect correctly between the tiles, since it's not a flat plan...

Modifié par Calister68, 10 novembre 2013 - 07:42 .


#197
PJ156

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Technical discussions aside, that is a very nice addtion to the stock set.

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
Calister68

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Oh, I think I'll put everything in a hak, and let the people choose what they want to use^_^

#199
Calister68

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A new tile variation for the standard mine tileset : a mine exit with a slope.

screen 1
screen 2
This is probably the last object for this pack. I'll test everything, and prepare the release.:wizard:

#200
kamal_

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Calister68 wrote...

A new tile variation for the standard mine tileset : a mine exit with a slope.

screen 1
screen 2
This is probably the last object for this pack. I'll test everything, and prepare the release.:wizard:

Nice. One request would be to take one of the mine tracks and tilt it to fit that slope.