Calister placeables
#201
Posté 11 novembre 2013 - 03:40
#202
Posté 11 novembre 2013 - 04:32
#203
Posté 11 novembre 2013 - 06:24
This is great stuff!
#204
Posté 11 novembre 2013 - 07:34
Modifié par Calister68, 11 novembre 2013 - 07:37 .
#205
Posté 12 novembre 2013 - 03:29
If you're interested, the Castle interior walls could use a couple more variants: a corner piece with human-height arrow slits between the columns and the same with a set of murder holes in the floor (for the gatehouse). But they aren't really entrances...
Thank you.
Modifié par rjshae, 12 novembre 2013 - 03:34 .
#206
Posté 12 novembre 2013 - 10:55
That said, the variations you described can easily be done with stock placeables. Here is an example of arrowslits I made for a module, using only stone city walls and black collision boxes.
#207
Posté 13 novembre 2013 - 05:16
#208
Posté 13 novembre 2013 - 06:46
#209
Posté 13 novembre 2013 - 07:59
#210
Posté 14 novembre 2013 - 08:13
at this late stage - i have a request: a 10' x 10' pit for the castle tileset - (1 tile)
what would D&D be without a 10' x 10' pit??!
#211
Posté 14 novembre 2013 - 09:05
#212
Posté 14 novembre 2013 - 01:06
The tiles are working nicely, though.
And for the pit you asked - the dungeon pit I made is almost the size of a tile.
#213
Posté 14 novembre 2013 - 01:22
This can be done with stock resources: blank tile plus walls. I built a multi-floor atrium in that way in the pc stronghold in Path of Evil.Morbane wrote...
hi calister,
at this late stage - i have a request: a 10' x 10' pit for the castle tileset - (1 tile)
what would D&D be without a 10' x 10' pit??!
#214
Posté 14 novembre 2013 - 09:21
Calister68 wrote...
And for the pit you asked - the dungeon pit I made is almost the size of a tile.
My memory - failing me it is. Remember that one now - i do. [/yoda smiley]
i wonder if a walkmesh can be put in the bottom?
Modifié par Morbane, 14 novembre 2013 - 09:24 .
#215
Posté 14 novembre 2013 - 09:34
You probably could, walkmesh helpers have priority over tile walls and ceilings... would be easy to test anyway.Morbane wrote...
Calister68 wrote...
And for the pit you asked - the dungeon pit I made is almost the size of a tile.
My memory - failing me it is. Remember that one now - i do. [/yoda smiley]
i wonder if a walkmesh can be put in the bottom?
#216
Posté 14 novembre 2013 - 09:58
That said, I finally found what's wrong with the C2/C3 collision meshes. I can now begin to fix this on all the placeables (it'll ask some work), and release the pack in a few days.
#217
Posté 15 novembre 2013 - 09:02
Calister68 wrote...
Of course you can put a walkmesh in the bottom.
That said, I finally found what's wrong with the C2/C3 collision meshes. I can now begin to fix this on all the placeables (it'll ask some work), and release the pack in a few days.
awesome
and
awesome!
#218
Posté 18 novembre 2013 - 06:31
Hmm, maybe we just need a "hook point" placeable in vertical and horizontal versions--a small or invisible placeable that you just locate where you want? Although you don't really need that, do you?
Modifié par rjshae, 18 novembre 2013 - 09:01 .
#219
Posté 18 novembre 2013 - 07:09
Oh, I forgot : Pits and entrances pack released !
#220
Posté 18 novembre 2013 - 08:49
#221
Posté 18 novembre 2013 - 09:30
#222
Posté 19 novembre 2013 - 06:25
I tested your placeables in an exterior area, and, well... they seem to have a few issues with baking. Are we just supposed to make them environmental objects?
Modifié par rjshae, 19 novembre 2013 - 06:26 .
#223
Posté 19 novembre 2013 - 08:17
I tested the others, and they work fine -if you don't use too many of them in a single area.
Have you tested the tiles ? If you find some baking problems, just save your area, reopen it and bake it again -it should work.
Modifié par Calister68, 19 novembre 2013 - 08:49 .
#224
Posté 19 novembre 2013 - 01:59
I played around with the hole and the crack walk meshes a little until they baked normally for me. Here it is if you want it.
#225
Posté 19 novembre 2013 - 03:20





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